It is, it is, a glorious thing...

Game Master Arythain

The group has acquired significant funds, but now must deal with an ailing wizard. They set out to follow a clue delivered by a cryptic stranger in a dead city, in the hopes it will lead to a cure.

Loot Table | Eldreon Info Documents | Notes Document

The World of Eldreon (under construction)


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-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8

Alright. About 90% done.
Please check maths, but I think we had enough to get the Brazier and the Circlet, with 41sp remaining.
Still need to work out how many doses of Mensha are left.
In the end I assumed we sold the 24 herbs as 'unprocessed' - please say if we can 'whole food' it up to more than 1sp/herb.
Have I missed anything?


Outsider

Hey guys, apologies but I'm going to need a couple days off for various reasons. I'll try and get back to posting this week, but we may be on break until Monday.


-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8

Understand. Hope all goes as well as it can.


Outsider

Hey folks, for the last couple of days I haven't been able to access the site. Howest, had I been able to access it, I would have said " i need to break until next week" anyway!

Partially because of what was going on last week, and partially because of something this week - got a wedding to go to, and trying to help out with it.

Either way, sorry again. We'll resume next week! For real this time!


Female Human Summ (MS/VC) 5 | HP: 29/29 | AC: 12 (16), T: 12, FF: 10 | Fort: +1, Ref: +3 Will: +5 | CMB: +1, CMD: 13 | Init: +8, Perception: +3 (Fluffy: +5/Scent) |

Weddings! >w< Congratulations to whoever is involved there!


-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8

My laptop has died. This may impact my ability to post.

So take as long as you need!


Outsider

Phew. Apologies for the long delay. Let's get things rolling again!

Tyrus, how's your laptop doing?


-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8

No good. Borrowed computer time only at the moment, and phone.


Outsider

By the by, I haven't been posting because you guys still seem to be in a conversation amongst yourselves. I love when that happens, by the way. :)


Outsider

I'll also remind you guys that, if you're having trouble getting your point across in IC speech, you're perfectly welcome to discuss plans and desire here in OOC speech.


Female Human Summ (MS/VC) 5 | HP: 29/29 | AC: 12 (16), T: 12, FF: 10 | Fort: +1, Ref: +3 Will: +5 | CMB: +1, CMD: 13 | Init: +8, Perception: +3 (Fluffy: +5/Scent) |

I think Luca's problem is speech, period. XD But no, this plan sounds very... us. We're less a group of heroes and more a rag-tag bunch of misfits trying to find a place to belong.


Female Human Summ (MS/VC) 5 | HP: 29/29 | AC: 12 (16), T: 12, FF: 10 | Fort: +1, Ref: +3 Will: +5 | CMB: +1, CMD: 13 | Init: +8, Perception: +3 (Fluffy: +5/Scent) |

Also, in case it wasn't clear when it should have been, she's fine with Dante's plan. XD


-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8

I'm also okay with Dante's plan.
Think it'd be worth offering Georgi a cut (or more) to come with us - but it's not a dealbreaker if Dante is against it or Georgi says no.

Oh, I have my laptop again, btw.


-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8

OOC I'm fine with the plan - assuming we can find a way u there and our guide says the number that will attack us in literally inexhaustable!
IC you'll have to convince Tyrus this is a good plan.


Female Human Summ (MS/VC) 5 | HP: 29/29 | AC: 12 (16), T: 12, FF: 10 | Fort: +1, Ref: +3 Will: +5 | CMB: +1, CMD: 13 | Init: +8, Perception: +3 (Fluffy: +5/Scent) |

Well, we did agree to follow our guide's lead... XD


Outsider

Yeah, sorry guys - this delay is again my fault. Having a helluva problem finding the time to create a map for this battle, and I also haven't thought of an easy way to do it without a map.

I'll definitely have it done by monday, and we'll get underway with the fun then.


-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8

well, if we are on an elevated platform with them below us, all that really matters is if they can get to the platform, and if they are in range.
Could probably do that with a couple of 'zones'. Each turn surviving zombies move one zone.
If they start mobbing on our platform, we're pretty much screwed, and we're not exactly going to be moving around much (if we start running, we're just running, I think)


Female Human Summ (MS/VC) 5 | HP: 29/29 | AC: 12 (16), T: 12, FF: 10 | Fort: +1, Ref: +3 Will: +5 | CMB: +1, CMD: 13 | Init: +8, Perception: +3 (Fluffy: +5/Scent) |

I suppose you could color squares in a Google Spreadsheet or something...

I also made a bit of a chase scene recently for a game I'm running, but switched it up so that rather than being PCs vs NPCs, it was just the PC trying to move forward before the NPC caught up. XD The more you fail, the more attacks you suffer... it's been working out well so far.


Human Male Magus (Bladebound) 4 | HP: 34/34 | AC:16 [21] | FF:13 | T:13 | CMB +3 | CMD 16 | Fort:+5 | Ref:+4 | Will:+4 | Initiative:+4, Perception:+2 Speed:30 | AP 4/4 | BBP 2/2 | 1st 4/4 | 2nd 1/2 | World Weariness 22 (-2 Charisma)

Not trying to negate the combat, just thought we could tackle this from a different angle. Other idea, Luca could summon a rock man or two and have them earthglide to opposite sides of the clearing. They distract the zombies and we run across. We can decide here and RP it?


Human Male Magus (Bladebound) 4 | HP: 34/34 | AC:16 [21] | FF:13 | T:13 | CMB +3 | CMD 16 | Fort:+5 | Ref:+4 | Will:+4 | Initiative:+4, Perception:+2 Speed:30 | AP 4/4 | BBP 2/2 | 1st 4/4 | 2nd 1/2 | World Weariness 22 (-2 Charisma)

Looks like more of a long shot than doable. Tyrus and I would need good rolls on Disrupt undead to kill them because we have no weapons to bypass the DR. Luca's summons are going to be hard to keep track of though they may be able to just make a wedge and drive us through. We have no points in stealth but decent enough dex to make the checks a little more than 50% of the time. But if we assume one action that forces a stealth check a round for the four of us that's still 1-2 zombies extra per round in the next space we go to. The real difficult part is we also have no acrobatics or decent CMB's either so we are likely to get bogged down fast, especially at the spot that has 4. We are all casters so we have to find a way through that play's to our advantages and this exemplifies all our weaknesses.

I mean I don't mind the challenge but we can't make it if we charge through. We need some more options.

I did forget one though.


Outsider

A) You're assuming these are pathfinder standard creatures. As with so much else, that is not guaranteed. Whether that will make this easier or harder is yet to be seen.

B) I've told you from the beginning that you will run up against things that do not play to your strengths. It is entirely possible that you will need to retreat if you go forward on this. It is also not the only time that is going to happen.


Human Male Magus (Bladebound) 4 | HP: 34/34 | AC:16 [21] | FF:13 | T:13 | CMB +3 | CMD 16 | Fort:+5 | Ref:+4 | Will:+4 | Initiative:+4, Perception:+2 Speed:30 | AP 4/4 | BBP 2/2 | 1st 4/4 | 2nd 1/2 | World Weariness 22 (-2 Charisma)

Not afraid to retreat. Just need to make sure we can keep that as an option.

-Posted with Wayfinder


-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8

Tyrus' stealth roll is -1... even on dc 10 he'll fail most of the time.
He does have snapdragon fireworks though, which makes for an amazing distraction.
What is the range of spells as regards these spaces? I'm wondering about Disrupt Undead in particular. Tyrus can do at 35 ft.
Does throwing Holy Water count?


Human Male Magus (Bladebound) 4 | HP: 34/34 | AC:16 [21] | FF:13 | T:13 | CMB +3 | CMD 16 | Fort:+5 | Ref:+4 | Will:+4 | Initiative:+4, Perception:+2 Speed:30 | AP 4/4 | BBP 2/2 | 1st 4/4 | 2nd 1/2 | World Weariness 22 (-2 Charisma)

But your dex is 14.

Since one space is a move I am guessing they equate to 30 ft.


-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8

Always medium encumberance


Female Human Summ (MS/VC) 5 | HP: 29/29 | AC: 12 (16), T: 12, FF: 10 | Fort: +1, Ref: +3 Will: +5 | CMB: +1, CMD: 13 | Init: +8, Perception: +3 (Fluffy: +5/Scent) |

Incidentally, since Luca's list is different, here is what I could call up as a distraction. XD They're not particularly helpful in combat, but if we just want some noise, they can fly a decent distance away and make it.


Human Male Magus (Bladebound) 4 | HP: 34/34 | AC:16 [21] | FF:13 | T:13 | CMB +3 | CMD 16 | Fort:+5 | Ref:+4 | Will:+4 | Initiative:+4, Perception:+2 Speed:30 | AP 4/4 | BBP 2/2 | 1st 4/4 | 2nd 1/2 | World Weariness 22 (-2 Charisma)

That could also work.


Outsider

Ah, yes. You can certainly cast into other spaces. Any the various types of distractions you guys are talking about could certainly help reduce the number of zombies that notice you. I'm thinking something like a negative modifier to the normal "zombie add" roll.


Human Male Magus (Bladebound) 4 | HP: 34/34 | AC:16 [21] | FF:13 | T:13 | CMB +3 | CMD 16 | Fort:+5 | Ref:+4 | Will:+4 | Initiative:+4, Perception:+2 Speed:30 | AP 4/4 | BBP 2/2 | 1st 4/4 | 2nd 1/2 | World Weariness 22 (-2 Charisma)

*poke*


Outsider

Am here, and new post up soon. Apologies for missing yesterday - the holiday weekend here in the US was hectic.


-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8

Do zombies move away after a while if there is no-one in the area? Otherwise I don't think we're retreating any time soon!


Outsider

If you get a couple spaces ahead of them I'll start doing rolls to represent them losing interest/forgetting what they were doing. Zombies got some major attention span problems, yo.


Human Male Magus (Bladebound) 4 | HP: 34/34 | AC:16 [21] | FF:13 | T:13 | CMB +3 | CMD 16 | Fort:+5 | Ref:+4 | Will:+4 | Initiative:+4, Perception:+2 Speed:30 | AP 4/4 | BBP 2/2 | 1st 4/4 | 2nd 1/2 | World Weariness 22 (-2 Charisma)

No. I forgot.


Outsider

I'm heading out of town for the weekend, so no post tomorrow (and looks like tonight, as I'd rather not GMPC two people in a three-person party ;) ). Back to escaping from the zombies on Monday!


Outsider

Too busy to post during work today, but will hopefully have time to do it at home tonight.


Human Male Magus (Bladebound) 4 | HP: 34/34 | AC:16 [21] | FF:13 | T:13 | CMB +3 | CMD 16 | Fort:+5 | Ref:+4 | Will:+4 | Initiative:+4, Perception:+2 Speed:30 | AP 4/4 | BBP 2/2 | 1st 4/4 | 2nd 1/2 | World Weariness 22 (-2 Charisma)

Level 4 I am definitely taking another magus for spell recall and level 2 spells. But at 5 can I take a level of Warlord? I'm the only melee and there are some scarlet throne and golden lion maneuvers that could really help defense and versatility. There is a first level stance in scarlet throne that gives me +2 AC and 1d6 to damage while wielding a one handed weapon and no offhand. Perfect for Fencing Grace. And Tactical Strike from Golden Lion would have allowed Tyrus to move away from those pesky undead without the need to roll. Path of War is extremely powerful, I know, but with three of us focused on magic, we could use some versatility. Just a thought. Still a ways off at the current pace.


Female Human Summ (MS/VC) 5 | HP: 29/29 | AC: 12 (16), T: 12, FF: 10 | Fort: +1, Ref: +3 Will: +5 | CMB: +1, CMD: 13 | Init: +8, Perception: +3 (Fluffy: +5/Scent) |

I don't know if "extremely powerful" is how I'd describe Path of War... it's generally considered to be better than the Fighter, but that's a pretty poor class to begin with because of how focused it is. XD

Luca, of course, will continue taking levels in Summoner. XD Going for the Spheres of Power version might be fun, buuuuut that's probably outside the scope of this game. (Even if it would probably make her weaker overall...)


Human Male Magus (Bladebound) 4 | HP: 34/34 | AC:16 [21] | FF:13 | T:13 | CMB +3 | CMD 16 | Fort:+5 | Ref:+4 | Will:+4 | Initiative:+4, Perception:+2 Speed:30 | AP 4/4 | BBP 2/2 | 1st 4/4 | 2nd 1/2 | World Weariness 22 (-2 Charisma)

If by focused you mean beating things up, yes. But with the vast number of archetypes and bonus feats, how you do that can be very different. But no matter which direction you go, I think Path of War can at least match or beat it and still maintain far greater versatility and mobility outside of that specialization. I think they could even do any melee class better, rogue and monk included.

For instance, Steel Serpent discipline offers a lot of ways to increase poison DC which is very hard with standard rules. Broken Blade gives monks early ways to bypass DR well before they usually get the Ki pool. Golden Lion has some amazing support abilities. The only drawback I can think of is that they loose steam after the first few rounds as maneuvers disappear. Warlord is the only one that can still make actions to recover but there is a risk involved. The other two have to stop for a round. But everything is refreshed after the fight.

If you can't tell, I just like Path of War cause it reminds me of over the top martial arts mangas where everyone's abilities have names.


Eh, most fights are over in a few rounds anyway, and they have a recovery mechanic so they can get going again. XD And that's a nice balance, given the added versatility.


Outsider

Is Warlord from the new rules that came out not long ago? Unchained, or Unlimited, or whatever it was? I'd have to take a look before I could say whether I want to allow them or not.


Human Male Magus (Bladebound) 4 | HP: 34/34 | AC:16 [21] | FF:13 | T:13 | CMB +3 | CMD 16 | Fort:+5 | Ref:+4 | Will:+4 | Initiative:+4, Perception:+2 Speed:30 | AP 4/4 | BBP 2/2 | 1st 4/4 | 2nd 1/2 | World Weariness 22 (-2 Charisma)

Warlord

No, Unchained is just revamps of the barbarian, rogue, monk and summoner. They did recently expanded Path of War but some of that stuff is still in beta. I'd only be taking the version on PFSRD. Its from Dreamscarred Press who are associated with Paizo. They did the Psionic classes too.


Female Human Summ (MS/VC) 5 | HP: 29/29 | AC: 12 (16), T: 12, FF: 10 | Fort: +1, Ref: +3 Will: +5 | CMB: +1, CMD: 13 | Init: +8, Perception: +3 (Fluffy: +5/Scent) |

(For context: Spheres of Power, which I referenced, is an alternate magic system by Drop Dead Studios. It's considerably more linear than Vancian magic - so at high levels, it's measurably weaker - and reviewed very highly by the community. Endzeitgeist explains the system in great detail with his review, but the basic gist is a sort of feat-style casting system. Weaker powers are all-day abilities, but stronger stuff is limited by a resource pool. It's all OGL, so there's a wiki for it, too. A conversion would have Luca using Fluffy more and the other summons... not at all, actually, since the Sphere Summoner archetype removes the Summoning Mastery ability. If you ever feel like her masses of minions are too much, GM, this would be a pretty good fix.)


Human Male Magus (Bladebound) 4 | HP: 34/34 | AC:16 [21] | FF:13 | T:13 | CMB +3 | CMD 16 | Fort:+5 | Ref:+4 | Will:+4 | Initiative:+4, Perception:+2 Speed:30 | AP 4/4 | BBP 2/2 | 1st 4/4 | 2nd 1/2 | World Weariness 22 (-2 Charisma)

Spheres seems similar to the keneticist but less complicated.


Female Human Summ (MS/VC) 5 | HP: 29/29 | AC: 12 (16), T: 12, FF: 10 | Fort: +1, Ref: +3 Will: +5 | CMB: +1, CMD: 13 | Init: +8, Perception: +3 (Fluffy: +5/Scent) |

I suppose that's one way of looking at it. XD


Human Male Magus (Bladebound) 4 | HP: 34/34 | AC:16 [21] | FF:13 | T:13 | CMB +3 | CMD 16 | Fort:+5 | Ref:+4 | Will:+4 | Initiative:+4, Perception:+2 Speed:30 | AP 4/4 | BBP 2/2 | 1st 4/4 | 2nd 1/2 | World Weariness 22 (-2 Charisma)

But of course I want to try an Elemental Ascetic one day. Avatar the Last Airbender in Paizo. But not really cause you can only get up to 3 different elements and the last one you get at 15 is almost useless. Better to specialize. Haven't built it but could be a badass.


-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8

I play a Sphere Mage in another game. It's a good system, and gives more power at lower levels, but less at high.

anecdote:
My level 2.5 character routinely animates multiple medium sized creatures. When I hit 6 (an E6 game) I still won't be able to do anything bigger than Large.

That said, not sure how well Tyrus' necromancy themes would translate.


-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8

I can access the map
Dante. Remember they may not have the dr. If they do, can't you use spell combat to hit them with disrupt undead?


Human Male Magus (Bladebound) 4 | HP: 34/34 | AC:16 [21] | FF:13 | T:13 | CMB +3 | CMD 16 | Fort:+5 | Ref:+4 | Will:+4 | Initiative:+4, Perception:+2 Speed:30 | AP 4/4 | BBP 2/2 | 1st 4/4 | 2nd 1/2 | World Weariness 22 (-2 Charisma)

Sometimes I forget what my character can do. After some research, yes, I can do that but I have to make concentration checks since its a ranged attack. Also forgot Fencing Grace allows for a shield. Was wondering why I had a buckler. Either way, they are skeletons. DR/5 bludgeoning. Doubt they are altered and if they were, that would be weird considering they are skeletons. I can't see anything but bludgeoning working.


-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8

You do do 1d6+6 damage with the rapier, right? (20 dex = +5 damage, +1 blade = +1 damage). 1d6+1 isn't good, but it is close to what you could do with the club anyway. Importantly, if you crit (which you do about 15% of the time) you'll do 2d6+7 after DR.


Human Male Magus (Bladebound) 4 | HP: 34/34 | AC:16 [21] | FF:13 | T:13 | CMB +3 | CMD 16 | Fort:+5 | Ref:+4 | Will:+4 | Initiative:+4, Perception:+2 Speed:30 | AP 4/4 | BBP 2/2 | 1st 4/4 | 2nd 1/2 | World Weariness 22 (-2 Charisma)

I would never count on crits but I think the ability to hit is more important here. +9 vs +4. There is only 2 point difference in average damage which puts the club ahead but +4 against skeletons with shields is going to be tough. Just feels like I wasted money now.

Now if it was a light mace rather than a club?

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