GM Bold Strider's Rise of the Runelords - Flaxseed Lodge (Inactive)

Game Master rpblue

Loot/Timeline/Boons Spreadsheet: Spreadsheet!
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Maps


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Check-in!


Here are my feat modifications:
All martial characters are considered to have the Martial Versatility feat, which means that any weapon specific feat is treated, is treated as a fighter weapon group feat (e.g. Weapon Focus would apply to Heavy Blades (fighter weapon group) not Greatsword). This is to promote the use of various drops and not pigeonhole fighters and other martials into a single weapon.

All characters will also get one free skill point in Profession, Craft or Perform that describes the summation of their personal history. Example: Ben the Fighter takes his free skill point in Profession(Miner) due to be a miner at the local mining company.

Weapon Finesse and Power Attack are free feats that you gain when you meet the requirements.

Dodge and Mobility are now a single feat that incorporates both feats into one and counts for both for any prereqs. (+1 to Dodge AC that increases to +4 to Dodge AC when being attacked by AoOs from movement). [Slight nerf overall, but you gain a feat slot.]

All crafting feats have their caster level requirements increased by two levels.
Crafting is no longer a 50% price reduction, instead crafting will cost 80% of the value of the item.

Two-Weapon Fighting is now a single feat that advances to Improved and Greater when you meet the requirements for those feats.

Vital Strike is now a single feat that advances to Improved and Greater when you meet the requirements for those feats.

Whip Mastery is now a single feat that advances to Improved and Greater when you meet the requirements for those feats.

All Improved combat maneuver feats are grouped into three feats and no longer grant +2 to CMB/CMD.

Improved Warrior Maneuvers: Bull Rush, Drag, Overrun, Sunder
Improved Thief Maneuvers: Dirty Trick, Disarm, Steal
Improved Wrestler Maneuvers: Grapple; Reposition; Trip

There are no requirements for these feats.

Greater Combat Maneuvers feats remain the same and require the lesser Improved version.

Weapon Focus now scales at 8th level to Greater Weapon Focus and gives a total of +2 to hit

Spell Focus now scales at 8th level to Greater Spell Focus and gives a total of +2 to the DCs of that school’s spells.

Weapon Specialization now scales at 10th level to Greater Weapon Specialization and gives a total of +4 to the damage with that fighter weapon group.

Leadership is banned. (May be given out as a bonus)

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

Start with full gold for one of your classes [the higher or lower, you choose ;) ]

One trait for your character must be from the Rise of the Runelord's Player's Guide.


A couple caster updates:

I prefer casters to have a focus and what that means to me is things like the Druid who focuses on plant and plant-related spells or a Winter Witch (archetype and prestige class). When you train your magic gifts, you will likely be an apprentice to a single powerful member of your class and that person will have specialized. Seeing a sorcerer with powerful lightning magic, cold magic, necromancy, etc. would be quite rare. I don't have any formal rules for this, but please try to keep magic in a general "specialization", if that makes sense.

Things I don't like to see: Divination or Conjuration Wizard for the powerful school abilities and then most of your spells are Evocation or Necromancy. You're not really a Divination specialist if you know one divination spell per spell level.

As such, any elemental spell has any of the four base elemental types. This means that there are acid "fireballs", cold "lightning bolts", fire "shocking grasps", etc. This is only for spells without riders for the moment. Things like Chill Touch are specific to their existing elemental type. Things like Ice Storm or Ash Storm however could be reflavored to a Lightning Storm.

Heighten Spell no longer exists. If you use a 5th level spell slot for Acidball, then it's a stronger Acidball. All spells can be adjusted via Heighten Spell mechanics without the feat. Additionally, this means having this power doesn't count toward things like Spell Perfection.

Dazing Spell no longer exists.


Thanks for running Bold! Looking forward.


Barb 2 / Alch 2 | HP: 22/27 | AC 17 | T 12 | FF 15 | Fort +6 | Ref +5 | Will +1 | CMD 17 | Init. +4 | Perc. +3 | SM -1 | Know.(Arcana) +7; Know (Nature) +6; Active: Mutagen
Resources:
Rage rds 7/7 | Extracts - 1st: 3/3 | Mutagen 1/1

Let's do this!


Male Human

Whew, OK, all the modifications are new to me. I'll try to update my guy and post with him tonight.


Elemental Master (Earth) Arcanist//Bard 6 | HP 20/39 | AC (15)11 | T11 | FF10 | F+4,R+8,W+6 | CMD 15| Init.+5, Perc.+9, Sense Motive +11, Know. Arc. +17|
Spoiler:
16/16 rounds of Performance | Arc.Spells 1 (5 +1) 2 (4+1) 3 (2+1 | Bardspells 1(5) 2(4) | 6/9 Arcane Resevoir

Dotting...


Do PCs know each other?


Don't have to, unless you want to.


Male Half-Elf Rogue/Fighter/Oracle/Wizard [2/2/1/1] | HP 22/42 | AC 16[20] T 15 FF 11[15] | CMB +3 CMD 18 | F +6 R +9 W +3 | Init +8 | Perc +11 | DD/Escape +15 | Acro/Stealth +12 | Swim +10 | Bluff/Diplo -2 | Arcana/Religion/Spellcraft +6

Here is my character handle but I still haven't had a chance to update the profile and such. Just wanted to post with him while I could.


As a spontaneous divine caster, my magic is already focused. I don't have the spells known or the spell list for that much variety.

If it's alright, I've taken my bonus skill rank in Survival, as Dashuun is a man of the wild.


Elemental Master (Earth) Arcanist//Bard 6 | HP 20/39 | AC (15)11 | T11 | FF10 | F+4,R+8,W+6 | CMD 15| Init.+5, Perc.+9, Sense Motive +11, Know. Arc. +17|
Spoiler:
16/16 rounds of Performance | Arc.Spells 1 (5 +1) 2 (4+1) 3 (2+1 | Bardspells 1(5) 2(4) | 6/9 Arcane Resevoir

Took my extra skill point in Perform Dance, as Elena is a woman of many talents!

And just so I'm clear, DM, there would probably be no need for a Intensify Spell feat, since the spells keep scaling upwards, correct? Is there a limit on that? Like if I were a 20th level caster and prepared Burning Hands as a 9th level spell, would it do 20d4 damage?

Another question, about the sort of specializing in elements....as I picture Elena using her voice and songs to power her spells, do you think I could do force damage instead of a particular element? If that is too powerful, perhaps I could do less damage somehow, while still allowing her damage to be based off her vocal power. If not, that's cool, but that's a thought I had the other day.


GM Bold Strider wrote:
Roleplay meeting each other during the festival while we get everyone set up.

Did you want us to actively meet?


@Pathmaker: You don't have to, but you can if you'd like.

@Elena: There are still the caps on the damage potential. Burning Hands and Shocking Grasp are still stuck at five dice. The bonus this way is that you can have more variety in your spell list. If you want a Will DC/Save or Suck then you can get Hideous Laughter at first level and keep it relevant DC-wise. Also, with my homebrew rules, you still have access to higher dice cones and bursts (e.g. Burning Hands -> Cone of Cold).

Force Damage is way too overpowered. Any incorporeals would immediately melt and stuff like Toppling Spell would become way too attractive. Maybe I will think of a metamagic feat to turn a Bard's spell damage into sonic damage for a level adjustment.

@Dashuun: Survival has too many benefits as compared to Craft/Profession/Perform. If you want outdoorsy, choose Profession(Hunter/Logger/Tracker/etc.).


@Elena:
--Greater Spell Focus is not a legitimate feat choice due to my feat changes, so the DCs of your enchantments will be -1 until level 8.

@Dashuun:
--Your Acrobatics score is wrong due to your trait.


Update:

Please format your alias profile as follows:

Race: Fighter 6 / Alchemist 6 HP: 39/39 | AC 20 | T 16 | FF 14 | Fort +7 | Ref +11 | Will +3 | CMD 18 | Initiative +6 | Perception +10 | Sense Motive +3 | Knowledge(Arcana/Local/Nature/Religion) +13

Class: [ spoiler=Resources]Bombs 11/11 | Extracts - 1st: 6/6; 2nd: 4/4 | CLW Wand - 43 charges[/spoiler]

Gender: [Blank]

The first will let me easily reference your Current HP/Total HP | Different ACs | Different Saves | CMD | Initiative | Perception | Other Highly Used Skills (Not Appraise or Profession)

The second will let me keep track of your daily expendables on the fly without referencing your character sheets.

Archetypes are unnecessary. Abbreviations of the classes are ok (Alch/Ftr/Wiz/Sorc/etc.) for space reasons. If you multi-class, please put your class tracks as follows: (Wiz 5/Theurge 1) / Cleric 6


Elemental Master (Earth) Arcanist//Bard 6 | HP 20/39 | AC (15)11 | T11 | FF10 | F+4,R+8,W+6 | CMD 15| Init.+5, Perc.+9, Sense Motive +11, Know. Arc. +17|
Spoiler:
16/16 rounds of Performance | Arc.Spells 1 (5 +1) 2 (4+1) 3 (2+1 | Bardspells 1(5) 2(4) | 6/9 Arcane Resevoir

Made changes, picked another feat, and adjusted my spell DCs, DM.


@GM - no, my acrobatics is correct. I switched the trait to apply to stealth. Although now I've dropped Acro entirely at this level.


Profession Bower/Fletcher
Hagfish Trait


RyckyRych wrote:
Bah, I hate to do this but I just don't seem to have the time to sit down long enough to create this character with all the Gestalt and special rules and such. I don't want to hold up the game so you can call the alternate in. Thanks for the invite though!

True?

Who's the back up?


Elemental Master (Earth) Arcanist//Bard 6 | HP 20/39 | AC (15)11 | T11 | FF10 | F+4,R+8,W+6 | CMD 15| Init.+5, Perc.+9, Sense Motive +11, Know. Arc. +17|
Spoiler:
16/16 rounds of Performance | Arc.Spells 1 (5 +1) 2 (4+1) 3 (2+1 | Bardspells 1(5) 2(4) | 6/9 Arcane Resevoir

Are we going ahead with four, or are you inviting another, DM?


Sorry for the delay. Just traveled from Japan to USA. We will be replacing Rycky with Thestrongangel, since he was the 1st Alternate.

I will be starting tomorrow, with or without him however.


Thestrongangel will be joining us, but he has some personal issues right now, thus we will start without him and work him in later.


Torg, I looked in your profile, but your crunch is missing. I was curious how you managed to get what appears to be the feral mutagen discovery at first level, since alchemists don't get discoveries at all until 2nd.


Update:

Breath of Life no longer exists as a legal spell choice.


Update: nooooooooooooo

-Posted with Wayfinder


Barb 2 / Alch 2 | HP: 22/27 | AC 17 | T 12 | FF 15 | Fort +6 | Ref +5 | Will +1 | CMD 17 | Init. +4 | Perc. +3 | SM -1 | Know.(Arcana) +7; Know (Nature) +6; Active: Mutagen
Resources:
Rage rds 7/7 | Extracts - 1st: 3/3 | Mutagen 1/1

First level feat choice was extra discovery. I usually would have taken Power Attack, but we get that for free :)


Can't take Extra Discovery until you have the Discovery class feature.


Dogslicer @ Broon-17 AC: 1d20 + 5

Is the +5 gobby because of upped difficulty for gestalt?

I'm thinking my build is a little off, are we allowed to make adjustments to stats/skills/feats? (not class)


Correct. These are not standard goblins. I have increased the difficulty to account for gestalt. In most instances, I just gestalted the enemies if they had class levels or added class levels if they didn't have any.


And are we allowed to make adjustments to stats/skills/feats? (not class)


After combat, sure.

Lantern Lodge

Ok guys.

Just to bring everyone up to speed. I am back home from the hospital, and am going to work on getting my character together so that I can be ready to start here when GM is ready for me.

Sorry to be so late, but had a fairly natural infection that I had to get poked and prodded for.


Elemental Master (Earth) Arcanist//Bard 6 | HP 20/39 | AC (15)11 | T11 | FF10 | F+4,R+8,W+6 | CMD 15| Init.+5, Perc.+9, Sense Motive +11, Know. Arc. +17|
Spoiler:
16/16 rounds of Performance | Arc.Spells 1 (5 +1) 2 (4+1) 3 (2+1 | Bardspells 1(5) 2(4) | 6/9 Arcane Resevoir

Glad you are ok, TSA. Welcome to the Festival!

Lantern Lodge

First time building a gestalt character, think i'm getting close to having it together, just trying to make sure I don't screw up anything too terribly.


GM:
Rejigged Broon:STR+2, INT-1, -Focused Shot, +Rapid


GM, are faction traits allowed?


Pathfinder Society Faction Traits? If so, no. You aren't Pathfinders.


Barb 2 / Alch 2 | HP: 22/27 | AC 17 | T 12 | FF 15 | Fort +6 | Ref +5 | Will +1 | CMD 17 | Init. +4 | Perc. +3 | SM -1 | Know.(Arcana) +7; Know (Nature) +6; Active: Mutagen
Resources:
Rage rds 7/7 | Extracts - 1st: 3/3 | Mutagen 1/1

My profile is updated with my character sheet btw. Let me know if you see anything odd.


Druid 1/Arcanist 1 | HP 9/9 | AC 12 | T 12 | FF 10 | Fort +2 | Ref +2 | Will +4 | Fly +6, Heal +6, Kn (arcana) +8, Kn (nature) +7, Per+6, Ride +6, Spellcraft +7, Survival +6
Spoiler:
Reservoir 2/4, Arcanist: 1st 3/3, Storm Burst 3/5

Hey Bold, dumb question.

Was working my post up, and failed the will save. Question though:

Which one of the gobbos is casting it? Hideous laughter only has a range of 25 ft?


Does it? Oops.


I think I was far too cavalier with my build concept.


How so? I only see Monk and Oracle levels :D


Hoho! Well played.
I sacrificed too much function for flavor, I meant to say.

-Posted with Wayfinder


1 person marked this as a favorite.

Nah. You guys are doing fine. If you noticed, I have been interspersing in goblin fails (which you are supposed to by the AP). This is a test to see how optimized the group is so I can tailor the rest of the AP. You guys are doing fine. Just make sure to search the goblins in this group.

Also, this will give you an idea of how hard I run my private campaigns. :D There aren't going to be cakewalks (usually) and you may die, but dammit you will feel accomplishment when you win.


It's just the whole no armor/weapons thing that's shooting myself in the foot. Armor and weapons are there for a reason, and I could really use either one right now.


Sorry, out of town. Away from computer more than I thought.

-Posted with Wayfinder


Barb 2 / Alch 2 | HP: 22/27 | AC 17 | T 12 | FF 15 | Fort +6 | Ref +5 | Will +1 | CMD 17 | Init. +4 | Perc. +3 | SM -1 | Know.(Arcana) +7; Know (Nature) +6; Active: Mutagen
Resources:
Rage rds 7/7 | Extracts - 1st: 3/3 | Mutagen 1/1

I'm back from Prague and I can start posting again -- no more trips planned until mid-October at this point.


Druid 1/Arcanist 1 | HP 9/9 | AC 12 | T 12 | FF 10 | Fort +2 | Ref +2 | Will +4 | Fly +6, Heal +6, Kn (arcana) +8, Kn (nature) +7, Per+6, Ride +6, Spellcraft +7, Survival +6
Spoiler:
Reservoir 2/4, Arcanist: 1st 3/3, Storm Burst 3/5

I swear to God, if our luck keeps going this sour, i'm going to keep the same class spread, but retool the character to a summoning build. If at first you don't succeed, throw more things at it. eventually one will stick, amirite?


Broon rolling less than 7 on nearly every roll hasn't helped. Also, confirming 20s with 20s is rough... Also, I would advise more targets to hit as the current situation might turn badly for Dashuun.

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