Gestalt Rappan Athuk

Game Master Diamondust

General Map


1 to 50 of 188 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Welcome all.

First I want to just make sure everyone has their stats done. You check for mistakes, I'll check for mistakes.

I plan for some part of each of your backstories to be a part of this game too. But no spoilers of course.


HP 80/80 | AC: 26 T: 19 Fl: 21 | CMB: +9 CMD: 27 | F +8 R +8 W +5 | Init +2 | Perc: +2 Darkvision
Daily Abilities:
Stunning Fist 5/5 | Ki Pool 5/8 | Claws 7/7 | 1st Level Spells 2/8| 2nd Level Spells 3/5
Current Effects:
Mage Armor

All right! I'll go over Mwenye's stats one last time this evening, as well as decide on what scrolls and wands he'll start with. I may possibly tweak his 2nd level spell selections, as well.

Any suggestions of Sorcerer/Wizard spells we should really have available, or that other characters would really appreciate me being able to cast? I'm planning on Mwenye's spells known being more support/buff-focused, with his primary offense being getting up there and punching the problem. Given he's going Dragon Disciple next level, it will be a little while before he has third-level spells.


HP: 65/65 | AC:23FF: 17 T: 15| Fort: +8, Ref: +9, Will:+6(+2vs enchantment)| Init: +7 | Perception: +12(14vs traps)

Dotting in


Excellent. While we are checking over everything I thought we could still get right into it by starting some roleplay to get everyone acquainted. You are all in the common room of the tavern Zelkor's Brew for breakfast, drinks or socialisation. A very original start to an adventure I know.


HP: 65/65 | AC:23FF: 17 T: 15| Fort: +8, Ref: +9, Will:+6(+2vs enchantment)| Init: +7 | Perception: +12(14vs traps)

Time to pick, on, my party members. Let's see how much trouble our happy go lucky theif can get into eh?

Before we continue GM, my build revolves around your judgement on Startoss style-
It says I gain +2(+2, more for each style listing startoss style as a prerequisite, to max of +6) the only restriction is it must be a weapon finesse weapon and I cannot wield anything in my off-hand.

Will you allow this damage bonus to work in melee?

And, would you allow rapid fire to work with the style.


No I'm going to say its a damage bonus only when throwing the weapon. Throw it in melee and yes bonus damage. Stab in melee and no bonus damage.
I think you mean Rapid Shot and yes it would work. Though not with the comet feat of course as that uses a standard action as opposed to a full round action.


Can everyone in the 'Classes/Levels' line of their characters profile add a couple of stats for me like below?
| HP ??/?? | AC?? T?? FF?? CMD?? | F+? R+? W+? | Perception +? Init +? |


Mwenye
How is diplomacy a class skill?
List energy type chosen for Draconic Fury(Su).
List your dark vision range next to your low-light vision.
Stunning Fist is not in your feats list.
Did you also want to choose background skills?


HP: 65/65 | AC:23FF: 17 T: 15| Fort: +8, Ref: +9, Will:+6(+2vs enchantment)| Init: +7 | Perception: +12(14vs traps)

Then another question, would me throwing it while being in melee range constitute flanking? I'm not sure if using a throwing weapon in melee range provokes, never tried a semi-throwing build before. This may bring about some changes.

Edit: not the part about throwing in melee range, but I may need to decide if I want to go more for the ranged build, or more for melee, with minor throwing.


HP 80/80 | AC: 26 T: 19 Fl: 21 | CMB: +9 CMD: 27 | F +8 R +8 W +5 | Init +2 | Perc: +2 Darkvision
Daily Abilities:
Stunning Fist 5/5 | Ki Pool 5/8 | Claws 7/7 | 1st Level Spells 2/8| 2nd Level Spells 3/5
Current Effects:
Mage Armor
Diamondust wrote:

Mwenye

How is diplomacy a class skill?

Because I assumed a Cha-focused class like Sorcerer would have it as a class skill when it doesn't. Now fixed.

Diamondust wrote:
List energy type chosen for Draconic Fury(Su).

I'd picked cold in my head already. It is now on his sheet in addition to in my head. XD

Diamondust wrote:

List your dark vision range next to your low-light vision.

Stunning Fist is not in your feats list.

Fixed and fixed

Diamondust wrote:
Did you also want to choose background skills?

Ah, I'd missed that we were using these. I'll have to choose what he has other than Linguistics.


Oh boy. This is a strange one. I think flanking is only allowed on melee attacks. Also a ranged attack provokes an attack of opportunity if I am not mistaken so you don't really want to be throwing at 5ft. away. I do want to help you make the throwing build work though.


HP: 65/65 | AC:23FF: 17 T: 15| Fort: +8, Ref: +9, Will:+6(+2vs enchantment)| Init: +7 | Perception: +12(14vs traps)

gonna do some web searching see what I can scrounge up. TBH, its not to shabby as is, and I have some ideas for the next two levels that could give an awesome concept while being pretty dangerous.

If, you allow Hellcat stealth

I have an idea for a fairly mobile dagger thrower, the, precision 1-2 dagger throwing kind.

Honestly, the biggest boon you could give me would be to extend the range of throwing daggers to 20/30ft (like most other throwing weaponry) because for some reason you can throw a starknife or axe further, more accurately, than a dagger...


Dotted and hello everyone!

Am I the only one seriously concerned with our lack of divine power? ;)

Going over Erianna as we speak, and a doubt came up - I think Herolab is doing the math on the Background skills incorrectly - we all should have 5x2=10 background skill ranks to spend, correct?

I know she is kind of a convoluted character/concept, but thank you for taking me on board Diamondust.


Hellcat stealth would help, remembering it is a move action to stealth after a ranged attack. With Far shot and Distance Thrower you're throwing daggers at 30ft. with no range penalty. Actually throwing axe is at 10ft. too. Let me know the ideas you are planning.

Below I've got the things i've seen from going through your character sheet. If i've got something wrong let me know.

List your sleep immunity in defense just under your saves.
Will save should only be +6
You haven't listed Bravery which gives a +1 vs Fear to your will saves.
HP should be 65. 5d10+15(con bonus)
Armour attunement and Deflection from Automatic Bonus Progression will give you 22 AC, 17 flat-footed.
Where are your favoured class bonuses going?
CMB should be +6.
Which Advanced Weapon Training option did you choose?
Melee dagger damage should be +9 unless i'm missing something.
Ranged dagger damage should be +11(+12 within 30ft.)
List Opposed schools and Divination school abilities.
List Scribe Scroll with your feats.
You only get 49 skill ranks so far (32 rogue + 2 wizard + 5 int + 10 background skills). You have 56.
Armour Check Penalty(currently -2) should be factored in to str and dex skills.


Hello Erianna. Looks like you will be the divine proponent of the party for now. I need a break at the moment but I will get to looking over your character sheet when I'm back. Everyone has 10 ranks for background skills yes.


That is not good... I don't think I pack nearly enough divine power for Rappan Athuk.

Character is, at its core, a melee Gestalt Bard/Paladin :D

(Dang, and I just had my eye on crunching an Oracle of Life/Hospitaler Paladin this afternoon. Hehe)


HP 80/80 | AC: 26 T: 19 Fl: 21 | CMB: +9 CMD: 27 | F +8 R +8 W +5 | Init +2 | Perc: +2 Darkvision
Daily Abilities:
Stunning Fist 5/5 | Ki Pool 5/8 | Claws 7/7 | 1st Level Spells 2/8| 2nd Level Spells 3/5
Current Effects:
Mage Armor

We may be buying an awful lot of wands and scrolls of divine spells... if I had to, I could give up one of my currently-trained skills and take UMD instead for some emergency backup divine magic use, since I'll be boosting my Charisma a lot, if we think I need to. I could drop Perception, since we don't need *every* party member to have it maxed.


HP: 65/65 | AC:23FF: 17 T: 15| Fort: +8, Ref: +9, Will:+6(+2vs enchantment)| Init: +7 | Perception: +12(14vs traps)

yeah, but that extra range would help with startoss and keeping out of scary hurt range from enemies :P or saves me a feat XD

Opps, yeah A couple of things-
I wasn't sure if purchasing gear (like +1 weapons) was allowed with automatic bonus progression, I had meant to ask about that as well.

I was unsure if I would be keeping the base fighter at first, and forgot about bravery (as I have so many times before...)

FC bonus: skill points, that said, do I gain the FCB for both sides of gestalt if I selec fighter/rogue >;3.

miscounted, think I added resistance twice for some reason on will

Melee dagger is still a dagger, so 4 dex, 5 BaB, +1 (from attunement) +1 weapon focus, +1 weapon training, so thats 12. (daggers and throwing daggers are actually the same thing)

Ah yes, enchantment and evocation, I swore I had put them in , fixed now.
skills: I'll be redoing them atm.

consider it factored.


Male Human
Trackables:
Conj Focus 2/2 | Trans Focus: 6/6 | 1st: 4/5 | 2nd 4/4 | Spirit Warrior: 1/1, Heroic splendor 0/1
Fighter 6 | Occultist (Battle Host) 6 HP 63/84 | DR 1/- | AC 23 T 15 FF 19 | F 9 R 10 W 7 (+2 vs fear) | Percp 10 | Init 8

This is the alias I will be using. It's mostly empty right now, but I'll fill out crunch after work (I'll be off from work in about 5 hours). If anybody has any suggestions about what to do with the Occultist half of the build, I'm open to them. The main things I know I want are the Battle Host archetype and one of the implement schools is going to be transmutation.


HP: 65/65 | AC:23FF: 17 T: 15| Fort: +8, Ref: +9, Will:+6(+2vs enchantment)| Init: +7 | Perception: +12(14vs traps)

I may actually swap to starknifes, there is no real difference and it would work better.

also, would you rule that startoss's additional hits work with FF attacks from stealth? I would think so since its basically the same attack, just bouncing between people?


The flat bonus items(weapons, armour, +AC, +saves) cannot be bought or created. Basically the boring items that everyone gets. So with ABP you are guaranteed these items and can instead use your gold and items slots to buy other more interesting items. You can still buy, find and create weapons and armour with special properties though.


HP: 65/65 | AC:23FF: 17 T: 15| Fort: +8, Ref: +9, Will:+6(+2vs enchantment)| Init: +7 | Perception: +12(14vs traps)

nice. so, would applying the returning weapon property cost 2000gold?

Also, do you play 1/round effects as lasting until the end of your following turn, or lasting only until the start of your next turn?

this of course, involves spells like vanish and the like.


HP 80/80 | AC: 26 T: 19 Fl: 21 | CMB: +9 CMD: 27 | F +8 R +8 W +5 | Init +2 | Perc: +2 Darkvision
Daily Abilities:
Stunning Fist 5/5 | Ki Pool 5/8 | Claws 7/7 | 1st Level Spells 2/8| 2nd Level Spells 3/5
Current Effects:
Mage Armor

There, I decided on what scrolls and wands Mwenye has. Still open to suggestions for swapping them out.


HP: 65/65 | AC:23FF: 17 T: 15| Fort: +8, Ref: +9, Will:+6(+2vs enchantment)| Init: +7 | Perception: +12(14vs traps)

I was wondering, what is everyone's preferred method of combat?

are you guys more melee focused, or ranged?


Effects that last a certain number of rounds end just before the same initiative count that they began on.

What is FF attack?


flat footed.


HP 80/80 | AC: 26 T: 19 Fl: 21 | CMB: +9 CMD: 27 | F +8 R +8 W +5 | Init +2 | Perc: +2 Darkvision
Daily Abilities:
Stunning Fist 5/5 | Ki Pool 5/8 | Claws 7/7 | 1st Level Spells 2/8| 2nd Level Spells 3/5
Current Effects:
Mage Armor

Mwenye is melee focused, but he has ranged options with his spells.


Male Human
Trackables:
Conj Focus 2/2 | Trans Focus: 6/6 | 1st: 4/5 | 2nd 4/4 | Spirit Warrior: 1/1, Heroic splendor 0/1
Fighter 6 | Occultist (Battle Host) 6 HP 63/84 | DR 1/- | AC 23 T 15 FF 19 | F 9 R 10 W 7 (+2 vs fear) | Percp 10 | Init 8

Ok, crunch is mostly done. Right now it's just a hero lab stat block (that I think has some mistakes in it since hero lab seems to think I have DR 3 when I think I only have DR 1). Next step will be prettifying it (including getting stats in my profile line) and making sure everything looks correct following by posting in gameplay.

I went with Fighter 5/Occultist (Battle Host) 5. I made my two schools Transmutation and Conjuration, so I have a little healing. Also still have about 260 gold left over that I might want to spend somewhere.

To answer Dart's question, Ryoken is melee focused (dual wielding wakizashi). Ranged attacks will have to be handled with his bow.


HP: 65/65 | AC:23FF: 17 T: 15| Fort: +8, Ref: +9, Will:+6(+2vs enchantment)| Init: +7 | Perception: +12(14vs traps)

how to make friends, 101 :P


HP 80/80 | AC: 26 T: 19 Fl: 21 | CMB: +9 CMD: 27 | F +8 R +8 W +5 | Init +2 | Perc: +2 Darkvision
Daily Abilities:
Stunning Fist 5/5 | Ki Pool 5/8 | Claws 7/7 | 1st Level Spells 2/8| 2nd Level Spells 3/5
Current Effects:
Mage Armor

Mwenye is all about being dragon-like. You touched his hoard. Even if it was just soap. =P


Ryoken
Reflex save should be +8. You forgot your trait.
Otherwise looks good to me. Occultist was tricky to figure out.


Erianna
You don't want two traits? I only see Fate's Favoured listed.
Says only 1 level of paladin but I'm pretty sure you meant to have 2 since you have lay on hands and divine grace listed.
You saves seem 2 higher than they should be. Am I missing something. Base 4 + 1 resistance + 3 charisma + stat.
Bonus points for the easiest to read character sheet. Have a free CLW potion.


Male Human
Trackables:
Conj Focus 2/2 | Trans Focus: 6/6 | 1st: 4/5 | 2nd 4/4 | Spirit Warrior: 1/1, Heroic splendor 0/1
Fighter 6 | Occultist (Battle Host) 6 HP 63/84 | DR 1/- | AC 23 T 15 FF 19 | F 9 R 10 W 7 (+2 vs fear) | Percp 10 | Init 8

Yeah, the occultist formatting on my part was pretty bad, but it's both my first time using the class and it was getting pretty late. I've cleaned it up a lot, so now it's much nicer, though I'm still working on making a few parts better.

On a semi-related note, is anybody aware of an occult classes errata? The conjuration school resonant power is TERRIBLE. Given the occultist spell list, it literally only increases the duration of glitterdust (although if I were a different archetype, it could increase the duration for someone else's summons). For comparison, my transmutation resonant power gives me a +2 enhancement bonus to a physical ability score of my choice.


Male Human
Trackables:
Conj Focus 2/2 | Trans Focus: 6/6 | 1st: 4/5 | 2nd 4/4 | Spirit Warrior: 1/1, Heroic splendor 0/1
Fighter 6 | Occultist (Battle Host) 6 HP 63/84 | DR 1/- | AC 23 T 15 FF 19 | F 9 R 10 W 7 (+2 vs fear) | Percp 10 | Init 8

Curses, just missed the 1 hour deadline. But I've also decided to sell a bunch of my misc items in favor of getting muleback cords, so I can be in a light load.


Diamondust wrote:

Erianna

You don't want two traits? I only see Fate's Favoured listed.
Says only 1 level of paladin but I'm pretty sure you meant to have 2 since you have lay on hands and divine grace listed.
You saves seem 2 higher than they should be. Am I missing something. Base 4 + 1 resistance + 3 charisma + stat.
Bonus points for the easiest to read character sheet. Have a free CLW potion.

- I was still mulling over what trait to take for my second one - I think I will go with the most obvious Reactionary.

- Correct, I have two levels of Paladin. I edited it manually and made a mistake :P

- I think Herolab is messing up my saves somehow - I am going over it right now.

- WOOT!! Thanks for the pot! :D


HP 80/80 | AC: 26 T: 19 Fl: 21 | CMB: +9 CMD: 27 | F +8 R +8 W +5 | Init +2 | Perc: +2 Darkvision
Daily Abilities:
Stunning Fist 5/5 | Ki Pool 5/8 | Claws 7/7 | 1st Level Spells 2/8| 2nd Level Spells 3/5
Current Effects:
Mage Armor
Erianna wrote:

- WOOT!! Thanks for the pot! :D

This would be funny out of context... XD


Hehehe :D


Well if that's what you want I'm sure a vendor can be found.

Ok so it looks like we are all ready to venture south?


HP 80/80 | AC: 26 T: 19 Fl: 21 | CMB: +9 CMD: 27 | F +8 R +8 W +5 | Init +2 | Perc: +2 Darkvision
Daily Abilities:
Stunning Fist 5/5 | Ki Pool 5/8 | Claws 7/7 | 1st Level Spells 2/8| 2nd Level Spells 3/5
Current Effects:
Mage Armor

I believe so.


I have added a link to in the campaign tab to a map of the known area and the best idea of the whereabouts of the entrance. North is up instead of down and Mistthorne is just off the top of the map.


Just figure out what else you want to buy and we can move on to the next morning if you want.


HP: 65/65 | AC:23FF: 17 T: 15| Fort: +8, Ref: +9, Will:+6(+2vs enchantment)| Init: +7 | Perception: +12(14vs traps)

Dart would pick up a few things, like a sleeping bag, some rations, maybe an extra waterskin... not sure about what else. I'll do a glance over.


HP 80/80 | AC: 26 T: 19 Fl: 21 | CMB: +9 CMD: 27 | F +8 R +8 W +5 | Init +2 | Perc: +2 Darkvision
Daily Abilities:
Stunning Fist 5/5 | Ki Pool 5/8 | Claws 7/7 | 1st Level Spells 2/8| 2nd Level Spells 3/5
Current Effects:
Mage Armor

I think Mwenye has everything he needs, but I'll do one last check.


Male Human
Trackables:
Conj Focus 2/2 | Trans Focus: 6/6 | 1st: 4/5 | 2nd 4/4 | Spirit Warrior: 1/1, Heroic splendor 0/1
Fighter 6 | Occultist (Battle Host) 6 HP 63/84 | DR 1/- | AC 23 T 15 FF 19 | F 9 R 10 W 7 (+2 vs fear) | Percp 10 | Init 8

Ryoken's set on buying things. Also, he has Create Water, a bucket, and Rope Trick (though the latter only lasts 5 hours currently).


I am finishing Erianna's gear now, but I guess we can move along ;)


HP: 65/65 | AC:23FF: 17 T: 15| Fort: +8, Ref: +9, Will:+6(+2vs enchantment)| Init: +7 | Perception: +12(14vs traps)

Think I am done as well.


HP 80/80 | AC: 26 T: 19 Fl: 21 | CMB: +9 CMD: 27 | F +8 R +8 W +5 | Init +2 | Perc: +2 Darkvision
Daily Abilities:
Stunning Fist 5/5 | Ki Pool 5/8 | Claws 7/7 | 1st Level Spells 2/8| 2nd Level Spells 3/5
Current Effects:
Mage Armor

Mwenye is ready. I did go and buy a few more days' worth of rations, just in case.


Just want to make sure. Is everyone traveling on foot?


HP 80/80 | AC: 26 T: 19 Fl: 21 | CMB: +9 CMD: 27 | F +8 R +8 W +5 | Init +2 | Perc: +2 Darkvision
Daily Abilities:
Stunning Fist 5/5 | Ki Pool 5/8 | Claws 7/7 | 1st Level Spells 2/8| 2nd Level Spells 3/5
Current Effects:
Mage Armor

It'll be 7th level before I can cast fly. :D


HP: 65/65 | AC:23FF: 17 T: 15| Fort: +8, Ref: +9, Will:+6(+2vs enchantment)| Init: +7 | Perception: +12(14vs traps)

It's much harder to sneaky sneaky with a pony.

Also, I am going to suggest that -everyone- take The teamwork feat "stealth synergy" at 7. It's really good.

1 to 50 of 188 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Discussion about the Well All Messageboards

Want to post a reply? Sign in.