Grymp's Way of the Wicked Campaign (Inactive)

Game Master Zahir ibn Mahmoud ibn Jothan

Cardinal Adrastus Thorn * Thiadora * Grumplejack * Silken veil * Talingarde * Lower Caverns * Main Levels

Party Loot Spreadsheet

no combat:

Combat!!

Round: 1

Malleck: UP!!
Xeram: UP!!
Meinhard:
Aleksand:
Gertrart:
Donnagin:
Mordecai:

Summary of Important Posts:
I wanted to take a quick timeout to link back to a couple important posts that have info in them that you are still working on.

First are the three large posts that describe the vast majority of the Horn

Lower Caverns

Levels 1 and 2

Much of level 3

Next is Cardinal Thorn’s post where he described the mission, which is essentially to get the Tears of Achlys from Vetra-Kali.

And then you had info on the ritual and the rebuilding of the alchemical golem.

The Ritual

The alchemical golem

Also recall the oozes that you were going to get back to.

You've still missed some rooms on level 3, although I think you've covered levels 1 and 2.


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half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

I think we need a scout as cohort. Not the hiding in the woods kind, but the information broker kind. The GM can use them to push us along if we get stuck or they can hack into public records to get us floor plans, security bypasses, facial recognition, & track movements of the city guard & such. Our Watchtower, The People, Oracle, Harrison, Bosley, Badger, Mr. Jones, etc. if you will. If followers can crank out potions & scrolls though, that would be cool. :)


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

A shadow broker?

Maybe like this?

The Detective:

The Detective
Human (Azlanti) bard (detective) 6 (Pathfinder RPG Advanced Player's Guide 81)
LE Medium humanoid (human)
Init +0; Senses Perception +14
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 33 (6d8)
Fort +2, Ref +5, Will +7; +4 bonus vs. illusion and to see through disguises and protections against divination
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks bardic performance 17 rounds/day (careful teamwork, countersong, distraction, fascinate [DC 16], inspire competence +2, suggestion [DC 16])
Bard (Detective) Spells Known (CL 6th; concentration +9)
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 16, Wis 14, Cha 17
Base Atk +4; CMB +4; CMD 14
Feats Amateur Investigator[ACG], Master Of The Ledger, Persuasive, Sneaky Vagabond
Traits dealmaker, truth’s agent
Skills Appraise +16, Bluff +12, Diplomacy +14 (+15 to gather information, +17 to gather information), Disguise +12, Intimidate +5, Knowledge (local) +16, Knowledge (nobility) +12, Knowledge (religion) +12, Linguistics +12, Perception +14, Profession (Detective) +15, Sense Motive +14 (+14 when using the hunch task vs. anyone of your profession), Stealth +9, Use Magic Device +12
Languages Azlanti, Celestial, Common, Infernal, Undercommon
SQ arcane insight, eye for detail, lore master 1/day
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Amateur Investigator (3/day) Your knowledge is more than plain smarts - it's inspired.

Prerequisites: Int 13, 1 rank in at least one Knowledge skill, no levels in a class that has the inspiration class feature.

Benefit: Like an investigator, you have the abil
Arcane Insight (Ex) +4 save vs. illusions, +4 caster level vs. disguise and divination protections.
Bardic Performance (standard action, 17 rounds/day) Your performances can create magical effects.
Eye for Detail +3 (Ex) You add half your bard level to Knowledge (local), Perception, Sense Motive, and Diplomacy(Gather Information) checks.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Master of the Ledger (Profession [Detective]) You get a +2 bonus on Appraise checks, a +2 bonus on any one Profession skill, and when dealing with anyone of your profession, you get a +4 bonus on Sense Motive checks when using the hunch task (see the Sense Motive skill). You gain a +1 bonus on a
Sneaky Vagabond You get a +2 bonus on Hide checks when others are actively trying to find you. In crowds, this bonus increases to +4. Additionally, you gain a +2 circumstance bonus on Diplomancy and Knowledge (local) checks when trying to find a place to hide.
Truth’s Agent +1 to Diplomacy to gather information.

And here is our "Q" idea

The Crafter:

The Crafter
Human (Azlanti) wizard 6
LE Medium humanoid (human)
Init +0; Senses Perception +2
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 26 (6d6)
Fort +2, Ref +2, Will +7
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Wizard Spells Prepared (CL 6th; concentration +11)
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 20, Wis 14, Cha 10
Base Atk +3; CMB +3; CMD 13
Feats Arcane Builder[UM], Craft Construct, Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Scribe Scroll
Traits hedge magician, self-reliant
Skills Acrobatics -3 (-7 to jump), Appraise +14, Craft (armor) +16, Craft (weapons) +16, Knowledge (arcana) +14, Knowledge (engineering) +14, Knowledge (history) +14, Knowledge (local) +14, Knowledge (planes) +14, Linguistics +14, Profession (engineer) +11, Spellcraft +14
Languages Azlanti, Common
Other Gear artificer's lab, portable, masterwork artisan's tools, masterwork artisan's tools, 40 gp
--------------------
Special Abilities
--------------------
Arcane Builder (Wondrous Items) You have an exceptional understanding of the theory behind creating magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or
Hedge Magician Magic item gp costs -5%.
Self-Reliant No penalty to craft using improvised tools. Attempt craft chks w/o tools with -2 pen.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Night people. 2200 here. Have to be up 530.

Enjoy. Catch up in the morning

-Posted with Wayfinder


Automatic Bonus Progression - Correct me if I'm wrong here, but for Armor and Weapons, there becomes no way to EVER have an item with more than +6 in total bonuses. If your attunement is +3, and the weapon is Bane and Holy, which sum to +3, then you lose the benefits of the +3 enhancement, and only have Bane and Holy? Correct me if I'm wrong. Hmm, I guess the legendary gift stuff does allow for it to happen, but not until 19th level.

Innate Item Bonuses - This system seems interesting, but holy moly I don't feel like I want to understand it.

Scaling Items - I have already said I like this idea.

Subject for discussion - I have the idea of doing this:


  • Use the Automatic Bonus Progression rules, with the exception that your attuned enhancement on weapons and armor does not get "eaten up" by the other bonuses you have on your item
  • Use the Scaling Items rules - Allow each PC to have one "Prize" and two "Baubles."

Combining these two ideas for say Malleck, that +1 dastard armor of his, could be replicated by the +1 inherent bonus to armor that all of you have, and he could use the armor as his "Prize" to give it the dastard ability. With that said, if we implement this, I actually would make that armor just dastard on my end, and NOT require him to use his "Prize" on it, I'm just giving it as an example.

I would need to go back and re-look at some of the other loot I've handed back and we'd retcon some stuff gear wise, but anyways.

Oh, before I forget, the reason I don't see a need for a PC to have a "Wonder" for scaling items, is that, when combined with the Automatic Bonus Progression stuff, you're getting at least half of the overall item value for "free" if say your weapon is your attuned item.

I'm not opposed to say mix and match concepts. eg. not use Auto bonuses on armor and weapons, and instead give each PC a "Wonder." That would allow the casters to say use their "Wonder" for some awesome staff or something.

Let's discuss.


I do think it's important to hash this out before you guys start any magic item creation, or buying of further gear though.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Some of the terms are very foreign to me, i have no clue, since i only DL the book today...

Will look at the prize and bauble stuff

will need help if we do this

Sorry and thanks


We're all just learning, although I suspect Vosil might be the local expert as he is currently running a game to "playtest" many of the Unchained rules.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

My 3 items that i hope to become part of me... this includes armor:

Armor - ?
Weapon - ?
Ring - Bauble

Sauron style :P

-Posted with Wayfinder


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

You'd go with a large 1 handed mace.

Mitral fullplate?


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Nah. I like my sword. Im not "large" size

And i prefer Adamantine spiked armor.

-Posted with Wayfinder


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

The only story I have is to trap souls to empower my blade.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Why does that remind me of the soul gems for enchanting weapons from The Elder Scrolls. :)


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

The Armageddon Armor looks pritty cool. With a few changes it can fit my character and we dont have to rework an entire piece

But thats just my opinion. All lay in GM's hands and imagination

Some of the items they have there as examples will fit some of the party really well

Anywho. Night all!

-Posted with Wayfinder


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Should we each carry one of the CLW potions. I know Malleck can't benefit from it, but it would be handy if he had to force it on someone.

I added trinkets to my inventory, took 125 off the party loot. I also had a few weapons that should have gone when we sold the brandescar stuff, so I added 112 gp back to party loot.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

@All
What are your thoughts on the 2 builds i made for our "minion"?

-Posted with Wayfinder


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10
Gertrart aka Blood Desecrator wrote:
Should we each carry one of the CLW potions. I know Malleck can't benefit from it, but it would be handy if he had to force it on someone. I added trinkets to my inventory, took 125 off the party loot. I also had a few weapons that should have gone when we sold the brandescar stuff, so I added 112 gp back to party loot.

Sure. I'll carry one

-Posted with Wayfinder


Or we can stick with a "chained" game, and press on?


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Either way i have no problem


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

While Taeral could use the Headband of Charisma +2, as could 3 others, he will not put in a bid for it as he already has a 20 Charisma. I can get one for him later. I am good either way on using or not using the Unchained rules. I don't think they would be difficult to implement into our game.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

As i said, the headband is open to the rest. those who think they need it, ask away =^^=


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

I'm fine either way. If we stay "Chained", can we have some more loot, please? ;)


-Mordecai- wrote:
I'm fine either way. If we stay "Chained", can we have some more loot, please? ;)

Absolutely!


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Please sir, may we have some more? =^^=


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

I would very much like that headband to upp the reflex DC of the fireballs i intend to throw at any do-gooders, amongst other spells of course.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Okay. np

just move it to your character


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Awesome :)


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Hope my Math is correct :
Added loot worth to party gp and worked out what each person should get if we sell everything

If someone is willing, add/alter/subtract what solomon was carrying and add it to the loot/gp value

thanks


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

I don't have unchained. I dinnae think it will be on the prd. I can borrow a copy if we go that route, but so far haven't formed an opinion on any of it. I liked 3.5's legacy weapons though.

I might get some time tomorrow to work on Solomons stuff, if no one gets there first.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

I can help. Will take a bit of time. But i can help.
But thats if we go that route. Just remind me later

-Posted with Wayfinder


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

I have 'bunch of scrolls' and two spell books I need to find the contents of. Scrolling through pages of the thread is a higher priority.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

I don't have unchained.


So let's press on with a chained game!


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

I'm ready. just waiting on you mr.GM


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Consider me on-pressed.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Ready here.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Let's commit some more evil.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

As no one else claimed it, Taeral will take the cloak of resistance +1 as part of his share.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Already have a cloak

so 500 from Taeral, and +100 to rest


And boom! We are off and running into Book 2!


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

i will write what each gets. Gp wise. Then i will clear our current stock of items. Otherwise we will get confused. Will do so later tonight so that most/everyone can check in and say what they want

-Posted with Wayfinder


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

I thought we ditched the unchained items? Hence working it into an adamant armor?
Either way works for me.
I think spiky armor would be great... will check now how much it costs for spiky bits on armor

+50gp it is then. Spiky adamant armor. Whoohooo. Im starting to look the part!

-Posted with Wayfinder


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Cannae see the sheet, but I would like to make the falchion magic if possible.

Woohoo book 2!


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Okay. You can have the +1. I'll enchant it in town. Then u help me make my weapon a Keen weapon later ;)

=^^=

Will edit loot sheet in about 20min

Done! Everybody can look at their total GP

Im now deducting the 2000gp from my share to make my weapon a +1

-Posted with Wayfinder


Malleck of Alerion wrote:
Im now deducting the 2000gp from my share to make my weapon a +1

1000gp right? Someone in the party will do the enchanting, but it hasn't been done yet.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Doing my enchant in town. None of the party can do +1 weapons yet i think? If they can... well. Forget my post in the gameplay. And i will add 1000gp to my total... if this can be confirmed. If not... everything stands as is :)

-Posted with Wayfinder


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

I think Craft Wondrous Item is the only item creation feat yet. Which means I can't yet make the +1 falchion from a different +1 weapon yet. Next level.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Maybe fantasy novels have influenced me overmuch. Is there a map available for all of Talingarde? So I can track where the protagonists have been/are now? :)


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

They used to include maps of old games.

When i bought the classic Might and Magic 7, i got a map of the continent.
Pretty neat.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Everyone else happy with what i did with the party GP?
If not, let me know what i need to improve on my GP managing skills

Trying to take a bit off of the load from the GM

-Posted with Wayfinder


Working on the map! Phone having connection problems down here in the basement!

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