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GM Blood's Rappan Athuk (PF) (Inactive)

Game Master David James Olsen

Current Map


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Welcome everyone! Here is the thread for all of Rappan Athuk discussion. Some of you but not all of you have played in a game with me before so I will go over how I do things and what I expect from posts here.

First off I will roll for initiative and order it to (Hopefully) make it easy for everyone to know who has gone and who is up next. I plan on doing "Their turn then your turn" types of round other than the beginning of the first round if some of your characters beat their initiative. I want everyone to post whenever they can even if it isn't their turn. Here is an example:

Round 1

Initiative Order - Wizard, rogue, rats, fighter, cleric, ranger

Rat AC 12 T 12 FF 10

So in round one the wizard and rogue post their actions first in whatever order. (90% of the time it doesn't matter and I'll make it work if it does). I include the Stats of the monster(s) you are fighting to allow you to write out your attack and include whatever flavor you like. There may be times I hide the stats for various reasons, but I generally keep that out to keep it flowing. Please try your best to not meta-game.

After the wizard and rogue I will resolve the rats actions like so

The rat attacks the rogue

Attack Rat #4 [dice[1d20+3[/dice]
Damage - Bite 1d3 + 1 ⇒ (1) + 1 = 2

I'll indicate if I think it hits. As always feel free to correct me if I have overlooked something, like you had cast shield spell so your AC is higher, or you had sickened that rat so it had a -2 or whatever. I make mistakes so don't feel afraid to point out something I missed.

Example after the rats go and the cleric has used his turn

Round 1

Initiative Order - Wizard, rogue, rats, fighter, cleric, ranger

Rat AC 12 T 12 FF 10

After the rats all go, then it is the party's turn again and everyone remaining including the round two people can post again. If there is reason to wait but you want to post your action as you might be gone, feel free to post and include it in a spoiler. If your action depends on someone before you, post both action in separate spoilers contingent on what other have done. (Like I attack rat #4 unless the fighter kills it then I acrobatics to avoid an AoO and flank rat #3)


Status Posts

There are two places I would like you to keep track and update your stats, one in your posts and one in your character "class/levels" spot in your character sheet.

The reason for two places is this: The "class/Level" section is easy for me to see your current stats to resolve combat easier. The only problem with this is that it is always what you have currently in your sheet, so if you try and backtrack it will not be accurate for what you are reading so...

I like to have a status spoiler in combat posts and any post where you are damaged/healed or use up a limited use power like a spell or SLA, etc.

Example for status spoiler

I would like to see some form of below, whatever works for you. I would put it in your character sheet somewhere and paste it in and finish whatever brackets you need to.

[spoiler=Status]
Current AC (may change due to charge or cleave, spell effects, etc)
Current HP XX/YY
In Hand: longsword and shield
Current Effects (bless, bull strength, disease)
Resouces (lay on hands, sla left, spells left etc)
Anything else relevant.
[/spoiler

Example for class/level spot

Please put something like the following into your class/level section on your character sheet and update it when needed.

AC ## (T ## FF ##) HP ##/## F +# R +# W +# CMD ##


Another thing I would like to mention is that during combat in my posts I will have a spoiler like this:

GM Blood:

Rolls and stuff

I tend to put initiative rolls, bad guy saves, random decisions, etc into there to hide it and keep the post cleaner. This is not meant to keep it secret and you can always look if you would like.

Knowledge Checks

I also add in spoiler for knowledge checks, they will go something like:

Knowledge (nature) DC 10:
This rodent is a rat, a ubiquitous urban scavenger. It is an animal.

Knowledge (nature) DC 15:
Rats sometimes contract diseases like filth fever in the sewers they infest and spread these diseases with their bite.

Knowledge (arcana) DC 10:
Some mages adopt rats for use as familiars. Such mages tend to be particularly hearty.

This means someone who rolls a nature roll of 12 gets to read the first spoiler, anyone who rolls 15 or higher could read both spoilers. If you have a character who had nature but not arcana or visa versa you get to read only that which you have. This is combat time knowledge so if you tank a roll really bad and combat is over, you can try again by studying the creature for a couple minutes in some down time. (But the clocks ticks and could be a roll for wandering monsters)

Map

The current map should always be the same url that I update in Google docs as a drawing. This allows me to easily update maps. I have a spot for you and for the enemies and I update their damage taken. I also have special overlays for some conditions and some other tools to add onto the map.

Also think link should always be at the top of any page on any tab you read for this campaign.

One thing of note, I am re-doing the map in maptools which I am just beginning to learn so they won't be super fancy. The adventure has too many things on the map to just use them so I am learning how to make maps too. Hopefully they are OK and will continue to improve as time goes on.


I have also update the campaign tab with some details on Zelkor's Ferry and the map of the wilderness area. Other imformation will go up there which I will let you know when it gets updated.

Other topics to discuss

Treasure splitting?
Who will log treasure (I can add to campaign tab if needed)
How everyone wants to deal with death.


Also you can decide if you any of you met before Zelkor's Ferry, on the way to, or once you got there. (Obviously the Hearths have met before!)


AC 12 (T 12 FF 11); Maximum HP: 24; Current HP: 24 F +4, R +3, W +6

Hi all. Super thrilled to be here.

Out of curiosity, what does Edmund know about the dungeon from his studies, in addition to the recent rumors?
Knowledge history: 1d20 + 10 ⇒ (7) + 10 = 17
Knowledge dungeoneering: 1d20 + 9 ⇒ (12) + 9 = 21


AC 12 (T 12 FF 11); Maximum HP: 24; Current HP: 24 F +4, R +3, W +6

Are we in Golarion someplace for this game? Where abouts?

I doubt Edmund would know any of the others, unless they frequent small bookshops, or hailed from his small town of Lyon's Brook.

As for meeting once they arrive...isn't that what taverns/inns are for? ;)


You are either not on Golarion or if you are, you are in some tucked away remote area in the world.

The only other thing you know right now that isn't in the campaign tab is this:

Many hundreds of years ago, the forces of good allied to destroy the main Temple of Orcus in the ancient city of Tsar. With their temple in ruins, the surviving high priests of this accursed demon-god fled the city with an army of enemies on their trail—an army of heroic fighters, clerics and paladins—led by Zelkor, a powerful wizard. The exact fate of these evil priests was then unknown, for not only did the remnants of the followers of Orcus disappear from all human reckoning, but so did the army of light that followed after them disappear as well. Some said that in the eternal scales the loss of so many good men was a fair price to pay to rid the world of so much evil.

The evil cult, however, had not been destroyed. The surviving priests and their followers instead settled on a hill near the Forest of Hope, a sylvan woodland near the Coast Road. There they found a vast underground complex of caverns and mazes, carving out a volcanic intrusion beneath the hill. There, the priests of Orcus found the perfect lair to continue their vile rituals. For many years, they carried on in secret, hidden from the light and from the knowledge of men.

Many years later, their underground delving completed, the evil priests erected a hideous mausoleum and a sunken graveyard atop the hill. It is believed that these graves are in fact the final resting place of the pursuing army of heroes that had been destroyed to a man. Soon after the mausoleum was erected the peaceful creatures of the wood began to disappear. Though many rangers and druids investigated these happenings, the cause of the creatures’ disappearance was not immediately determined. Some years later a powerful group of adventurers, led by Bofred, a high priest of Thyr, investigated the evil happenings and found the sunken graveyard leading to a labyrinthine complex. Bofred and his companions found great hordes of evil creatures in the complex. Though some of his companions returned from their expedition, telling tales of fantastic treasure and ferocious monsters, Bofred was never seen again—lost in the catacombs beneath the cursed mausoleum.

For the last one hundred years, ranks of adventurers have ventured to the newfound dungeon. Many fell prey to bandits and monsters in the surrounding wilderness. Rumors suggest that of those who survived to reach the mausoleum and sunken graveyard, most were slain by guardians of green stone or perished on the very first level. Those rare few who return from deeper treks speak of horrible undead and creatures that cannot be slain. All who have explored Rappan Athuk offer this one universal piece of advice: “Don’t go down the Well.”


Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

Glad to be here. I am the party scout, trapfinder, and trap disabler. Only the adventurous need be next to me when I ply my trade.

Treasure splitting I suggest two ways. The first is the advanced maximize the party approach. We make sure the best items are where they need to be. In another campaign I have given my ring of featherfall and an ioun stone for armorclass to the party pointman.

The other method is the balance shares by sell value. Items are claimed for sell (not buy) value. Someone can go in debt to claim a good item, but they get a minimum amount of cash until they pay the party back. A party fund is set aside for curing and restoration.


HP 29/34, AC 23, CMD 18, Fort +10, Ref +10, Will +8, Smite 1/1, AoO 5/5, LoH 4/6

Wait...

Your name is Thorn Oakenshield?

It's going to be hard not to think of you as an dwarf...


HP 29/34, AC 23, CMD 18, Fort +10, Ref +10, Will +8, Smite 1/1, AoO 5/5, LoH 4/6

As for the loot split issue, I for one hate managing that stuff. Different classes have different gear needs and i don't particularly mind if different people have different overall worth so long as no one is overshadowing anyone else.

I'd prefer we just split the gear as it comes up, sell whatever we don't need and divide that up in equal shares.


HP 41/41 | Per +0 | CMB +7 | CMD 20, AC 20, Touch 13, Flat 17 | Fort +7, Ref +4, Will +2 (+1 vs Fear)

Hello and congratulations fellow selectees!

Regarding the topics for discussion:

  • Treasure Splitting: I like Jokbur's "party maximization" method. Yes, I'm likely to come out ahead under it, but at the same time it's not nearly as essential a question since we're using the House Rule for enhancement/resistance/etc bonus each level independent of item acquisition.
  • Treasure log: I can do that, unless someone else feels a burning passion to do so.
  • Death. My preference is to ascend to Heaven, and then come back as an archon. OK, more seriously... if it's a situation (such as too low-level) where we can't be raised/reincarnated/whatever, create a new character of a different class/role that will still help keep the party balance but is obviously not a "Joe Meathead #2" or "Patrick Wigglefingers Jr".


  • HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
    Stats:
    AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

    "Greetings brother! I've been looking everywhere for you!" Ariella says, running up to Jonas and giving him a big hug.

    -----------

    Hey everyone, glad to be here. It looks like your DMing style is very similar to my own GM Blood, so I'm super excited for this. I also google maps drawings for my maps ^_^ Your little dohickeys next to your maps look cool. I might steal them for my games once I see how they work.

    -Treasure splitting: I favor the buy what you want approach. You can either pay out of pocket or go into debt for the sell price of an item, otherwise we sell it and split the gold. If you're in debt to the party you don't get gold until you're not.

    -Death: Create a new character of the same level/wealth and rejoin the party as soon as appropriate.


    HP 29/34, AC 23, CMD 18, Fort +10, Ref +10, Will +8, Smite 1/1, AoO 5/5, LoH 4/6

    Being that this is intended to be something of a meat grinder, and we don't have any reliable way of resurrection until 7th level, my preferred method of dealing with death is to be extra, extra careful.

    Failing that, making a new character is what I'm used to.

    An interesting idea would be to have our PCs lead/build a "take back Rappan Athuk" group in game, creating a base camp in/around one of the early dungeon areas.

    We could have that be a point to retreat back to for supplies and whatnot, and even make and introduce backup characters as part of the basecamp group.

    Then when someone dies we already have a semi-established character ready to take their place.

    In later levels we may even be able to raise old characters and put them back into the rotation.


    HP 29/34, AC 23, CMD 18, Fort +10, Ref +10, Will +8, Smite 1/1, AoO 5/5, LoH 4/6

    "Wait? What? Ari? What the hell are you doing here? I mean, um, hi Sis."


    HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
    Stats:
    AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

    "Mom and dad told me you're going off to get yourself killed in some gods forsaken death hole. Sound about right?" she says, one eyebrow arched and lips pursed in disapproval. "You didn't think I'd let you do that on your own did you?"


    Familiarize yourselves with the Zelkor's Ferry info in the campaign tab.

    Jonas Zelkor's Ferry is basically what you are describing. The area of Rappan Athuk you will be exploring at low levels will be "The Mouth of Doom" a few miles south of Zelkor's Ferry. Travelers, including would be adventurers come through here either by boat or by the "Old Path", a road that goes east to the "Coast Road" about 50 miles.

    Maybe with some exploring around Zelkor's Ferry you might even find a place that can be held outside of the Fort, but the locals don't seem confident that can happen and just say "Good Luck"
    .


    Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'
    Jonas Hearth wrote:

    my preferred method of dealing with death is to be extra, extra careful.

    Failing that, making a new character is what I'm used to.

    An interesting idea would be to have our PCs lead/build a "take back Rappan Athuk" group in game, creating a base camp in/around one of the early dungeon areas.

    We could have that be a point to retreat back to for supplies and whatnot, and even make and introduce backup characters as part of the basecamp group.

    Very good inputs.

    Although I understand we can get heavily invested in our characters, I will be the first to volunteer that until level 4, I do not expect to be brought back.

    We are often all one greataxe critical from the great beyond. With that in mind, the idea of grooming an understudy to be ready to step in is an interesting idea. A very young protege to step in if the master falls.


    HP 41/41 | Per +0 | CMB +7 | CMD 20, AC 20, Touch 13, Flat 17 | Fort +7, Ref +4, Will +2 (+1 vs Fear)

    I think we can safely conclude that we'll simply try not to die, but when it happens we should expect to make a new character until we're advanced or wealthy enough that Raise Dead is an option?


    HP 29/34, AC 23, CMD 18, Fort +10, Ref +10, Will +8, Smite 1/1, AoO 5/5, LoH 4/6

    I think Breath of Life is the lowest level Res spell.


    HP 41/41 | Per +0 | CMB +7 | CMD 20, AC 20, Touch 13, Flat 17 | Fort +7, Ref +4, Will +2 (+1 vs Fear)

    Both Breath of Life and Raise Dead are Cleric 5 spells; "lowest level" would be Reincarnate at Druid 4.


    I'm probably going to hand wave the cost of Raise Dead and Restoration and the like. Of course no one lives long enough to see that level of spell ;)

    Also I am going to do the house rule that Breath of Life counts as Cure Deadly Wounds so it can be cast spontaneously


    Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11

    Ribbit, er, sorry, had a bug stuck in my throat. I would like to welcome you all to my team. Our goal is to seek out the largest and most succulent bugs, mmmm, that sounds good. Oh, wait, what was that, sorry, wrong group, this must me the evil monster killing group, not the bug catching group. My bad.

    Qui looks very sad that this is not the bug catching group.

    _______
    Welcome all, I look forward to defeating evil with you all, should be fun.

    a) I prefer equal splits with the ability to go into debt should an expensive item show up that one person wants/needs.

    b) If someone else wants to keep track of loot, I prefer that, I have trouble enough keeping track of the few campaigns I am in, don't need anything else to confuse my small green brain.

    c) If it is close to town, once we get some cash, purchase a house. Great for storing stuff and resting/recuperating/making magic items.

    And I am not worried about death, everyone knows that frogs have nine lives. Or is that cats. Darn, wrong again.


    HP 41/41 | Per +0 | CMB +7 | CMD 20, AC 20, Touch 13, Flat 17 | Fort +7, Ref +4, Will +2 (+1 vs Fear)
    Quirmydt Dephroug wrote:
    I have trouble enough keeping track of the few campaigns I am in

    "Few"? :D


    Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

    Ok, equal splits seems to be what some want. The best for the party method is so 'put your favorite politically incorrect word' here. (Let's use utopian for now.)

    I would like to have a party treasure fund for items that benefit everyone. Besides consumeable resources the healers and buffers can expend (wand of CLW,enlarge,bless,invisibility) it should include: mwork thieves tools, goggles of minute seeing, eyes of the eagle for the scout. As the scout, finding and disarming things is for everyone's benefit. The three items I outlined price out at about 5100gp. In the long run, they will probably pay for themselves by saving healing resources (one raise dead for a bad trap would do it by itself).


    You won't be buying any of those magic items, you'll pretty much only have what you find. If someone takes create wand you might have some wands.


    Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

    What do we spend our huge amounts of wealth on? :-)


    AC 12 (T 12 FF 11); Maximum HP: 24; Current HP: 24 F +4, R +3, W +6

    The exorbitant prices at the Bristleback Inn, mostly. ;)


    HP 29/34, AC 23, CMD 18, Fort +10, Ref +10, Will +8, Smite 1/1, AoO 5/5, LoH 4/6

    The Bean-Counting aspect of the game is by far my least favorite part of it.

    I've always been a fan of simply dividing things as we get them without worrying about cost too much. As long as one character's equipment isn't causing them to outshine the rest of the group, I don't particularly care if there's a gear-cost disparity.

    It's also important to note that different classes have very different cost needs, and those needs fluctuate as the game progresses.


    AC 12 (T 12 FF 11); Maximum HP: 24; Current HP: 24 F +4, R +3, W +6
    Jonas Hearth wrote:

    The Bean-Counting aspect of the game is by far my least favorite part of it.

    I've always been a fan of simply dividing things as we get them without worrying about cost too much. As long as one character's equipment isn't causing them to outshine the rest of the group, I don't particularly care if there's a gear-cost disparity.

    It's also important to note that different classes have very different cost needs, and those needs fluctuate as the game progresses.

    This is my preference as well. The idea of the party fighter selling the cool magical armour just because he already got a cool magic sword and we need to sell the armour to have gold to divide so everybody has an equal share just reeks of meta gaming. Especially with a band of good-aligned characters, who aren't really going to tell the guy standing in the front against the monsters and villains that he has to keep wearing his ratty old chain mail and sell the +2 breastplate just so everybody else can buy some magic trinkets.

    It's the GM's job to keep things fair, especially in a setting like this where stuff we find or make is pretty much all we're going to get, and GM Blood does an excellent job of it.


    Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

    I agree that the level bennies and increased stat bennies make the magic items less important. Quite a novel approach.
    Whatever we do, I am sure it will all work out.
    Since our fighter volunteered to be quartermaster, we can give him the benefit of the doubt in handling our huge stockpile of artifacts and treasure.

    Jokbur will try to master the art of how not to be seen.

    Link to How Not to be Seen


    HP 41/41 | Per +0 | CMB +7 | CMD 20, AC 20, Touch 13, Flat 17 | Fort +7, Ref +4, Will +2 (+1 vs Fear)

    Nice video, Jokbur!


    I would say you will want to do whatever increases everyone's chance off survival.

    I'd say let things play out and take their sites when they die ;)


    Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11
    Hermann von Rabenstrange wrote:
    Quirmydt Dephroug wrote:
    I have trouble enough keeping track of the few campaigns I am in
    "Few"? :D

    This is my first campaign as a frog bard/monk/fighter/inquisitor. My only other characters are 1 fetchling sorcerer, 1 tiefling druid, 1 aasimar cleric/thief, 1 gnome sorcerer, 1 tiefling fighter/oracle/sorcerer/dragon disciple, 1 changeling bard, 1 elf witch, 1 human druid, 1 dhampir bard/anti-paladin, 1 mwangi elf wizard, 1 human fighter/monk, 1 human fighter/ranger, 1 elf rogue/wizard/arcane trickster, and 1 DM.


    Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11

    On an additional note, I think we should try to make sure that this is the:

    Best Game Ever


    HP 29/34, AC 23, CMD 18, Fort +10, Ref +10, Will +8, Smite 1/1, AoO 5/5, LoH 4/6

    Do not make me break out my list. I'll win like Milton Berle. :)

    If you don't get the reference, you're probably better off...


    HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
    Stats:
    AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

    I'm willing to give the less fair method a try. But I am a munchkin, and if we only ever find one set of decent armor and the fighter gets it I will certainly be making the argument that having a healer who's alive is better than a living fighter. If that makes me a meta-gamer and less "good" then so be it. Can't do any good if I'm dead.

    Edit: Rereading the above, I sound like an ass. I'm flexible, and in character Ariella is a dear. The game should be about fun, I'm just wary is all.


    HP 29/34, AC 23, CMD 18, Fort +10, Ref +10, Will +8, Smite 1/1, AoO 5/5, LoH 4/6

    So you're saying that if a character happened to be a healer and a fighter that they'd definitely get the first pick of armor?

    Awesome!


    Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11

    Er, that is me - Bard/Monk/Fighter/Inquisitor - your basic kill/heal monkey, er frog.


    HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
    Stats:
    AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

    Pretty much all Ariella can do is heal, and nuke undead. Later she'll have some more flashy spells, but for now not so much. Because we have me as a main healer, and a paladin you probably don't need to take healing spells Quirmydt.

    I guess I'm gonna be taking craft wand if that's the only way we have to get wands. Otherwise the game is much harder.


    HP 29/34, AC 23, CMD 18, Fort +10, Ref +10, Will +8, Smite 1/1, AoO 5/5, LoH 4/6

    I'd recommend picking up some mundane ways of dealing with enemies for the first few levels.

    She has a high dex, which mostly mitigates the non-proficiancy penalty of a combat net. A touch attack at a -1 isn't that bad.

    Javelins and Throwing Axes are handy for decent cheap ranged damage.

    Lamp oil is cheep and has the added bonus of possibly making things Catch Fire (which Alchemist Fire doesn't for some reason)

    If you don't plan on attacking much, a Tower Shield is super awesome. It can be used to grant Full Cover to creatures behind it (which grants Sneak Attack to rogues and Evasion to everyone else, not to mention the AC bonuses). Put a kickstand/brace on it and it becomes deployable. Being able to move behind cover to be healed is fantastic.

    In fact, if Hermannn is willing to carry a Tower Shield also, having two people with shields, two people with reach weapons and two people with ranged weapons is a really effective way of moving down 10' hallways and of clearing small rooms.


    HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
    Stats:
    AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

    I'm already encumbered, and I don't even have any food, water or camping gear. A tower shield would put me way over my heavy load limit.

    It's not that I won't attack, I probably just won't hit too much. I was going to make her a dervish dance build. For now she'll just throw fireballs.


    HP 29/34, AC 23, CMD 18, Fort +10, Ref +10, Will +8, Smite 1/1, AoO 5/5, LoH 4/6

    That works but is touch for the first two levels (I'm playing a couple similar characters. it's rough until third).

    Until you pick up the Dervish Dance feat i'd recommend sticking to Ranged combat. (assuming the GM gives you much of a choice)

    I can carry things for you if you need.


    HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
    Stats:
    AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

    I plan on hiding behind you and shooting my ranged touch attack 1d6+1 fireballs at things, as well as buffing the party and healing. My AC's not horrible, I should be okay unless I get swarmed or a trap gets me. However an extradimensional storage space is high on my list of wants. After third level she should be awesome.

    Edit:Although with her high armor check penalty if she ever needs to climb, hide, balance, jump or swim I might not make it to third level ~_~*

    I'm playing an archer version of her instead of dervish dance at 5th level in another game. We got in a fight with I think 12 ghouls. It was really fun to fireball them and then channel crisp the rest in another round or so and have the rest of the party be like "....I thought you were a healer?"


    HP 29/34, AC 23, CMD 18, Fort +10, Ref +10, Will +8, Smite 1/1, AoO 5/5, LoH 4/6

    Heh. Very nice.

    I usually play mechanically minded dwarven rogue/archeologist types in dungeon crawls. My list of ideas to get around armor check penalties/climb checks/environmental problems is pretty extensive. One of the reasons I gave Jonas a decent Int was to justify being able to pull that stuff out of my hind end and call it "advice from my folks" (who were, of course, adventurers in their youth)


    HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
    Stats:
    AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

    "Mom and dad never taught me any of their cool tricks. 'It's not ladylike Ariella.' At least I've got you around to show me, and I've learned a few of my own over the years."


    HP 29/34, AC 23, CMD 18, Fort +10, Ref +10, Will +8, Smite 1/1, AoO 5/5, LoH 4/6

    "Well that's what you get for running off. They didn't want to teach me bit when they realized I wasn't going to be talked out of this they wanted to make sure I was prepared."


    Lets get people arriving in game thread


    Ok, any questions before heading out to the Mouth of Doom?

    Any last minute shopping for your characters?


    HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
    Stats:
    AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

    I'd be willing to buy some rope and a grappling hook if someone can carry it. But then we'll be forced to come back with profits or I'll be out on the street in a few days at 1 gold a night :P

    Edit:I also need to feed myself out there, but can't really afford any more weight. What strapping gentleman can help me carry my rations?

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