Jade Regent, presented by DM Hamied - Campaign Thread

Game Master Hamied


151 to 200 of 499 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

You can track from a horse in Pathfinder but it is silly to do so because you have to move at half speed, essentially moving no faster than an unencumbered human would be able to walk, and negating the speed bonus everyone was so interested in.

I read the "Oh, I'll have company in the monster's stomach" as mocking. She really doesn't want Alazandaru to get to far ahead as Brother Holheim said he was low on healing magics and she's watched all her spells fail today. Either way, she's actually fatigued now and has taken more damage from hustling again and too tired to respond.

Sovereign Court

You actually move at half speed regardless of what kind of locomotion your using (the skill specifies nothing about horses), unless your prepared to take penalties on the check. Moving at your speed is a -5 to the roll, and hustling like Lisbett has been doing applies a -20.

Half the horses speed is greater than half Lisbett's speed.

As for the mocking, heh, thats incredibly ironic as its the first time Alazandaru has actually agreed with Lisbett on something :). It was just him trying to make the best of a tense social situation, jesting about if hes going to be eaten it will be nice to have company. He is in complete agreement that he would just be a tempting target alone with a light source. I'll need a way to gain darkvision before i'm doing the scouting at night without worrying.


Female Human Housewife/1

Hire a high level alchemist to craft potions of darkvision you won't be able to afford. *laughs* Come to think of it, why doesn't druid have darkvision? By the time you can beast shape, you can only do one round of watch anyway... hrmm.

That was my concern and why I was thinking of taking an avian animal companion to assist with scouting on the moonlit nights, at least, but didn't want to cramp the dedicated scout's toes with what Lisabett would do to get away from the party and make herself useful.

Lisabett assumed that a panicked captain on a horse wouldn't stray from the convenient path in unfamiliar territory and was correct. Had she actually had to "track" Sandru... much different story.

Good news is, between Lisabett and Alamar, well, if Lisabett takes 10 on survival when they break camp in normal conditions she can find food enough sufficient to feed half the party.

Gosh, gotta stop procrastinating and GM my KM and CC parties. I'm a bad GM.

Sovereign Court

Hu5tru wrote:
Hire a high level alchemist to craft potions of darkvision you won't be able to afford. *laughs*

Permanency (Darkvision) is the great hope and dream :)


Female Human Housewife/1

Aaaah, saved from plot posting by a random encounter. Sometimes I love the WotC online die roller.

And why do I imagine Riddick from Pitch Black when I think of Permanency (Darkvision) in regards to Alazandaru?


Actually, the distance from Sandpoint to Brinestump Marsh, its just over four miles. Lisabett could do that in an hour, so I won't actually have her hustle deal nonlethal damage (thus, she is not fatigued). It goes without saying that all of your characters are probably pretty tired after a grueling day.

Though I've never tried it, I am sure that it's nigh impossible to track from horseback in the dark. I imagine that with the assumption that Sandru traveled on the road in the direction of the swamp, one could get out of their saddle (w/ a light source) and check the road periodically to confirm the trail. Obviously, that slows the pace, hence Lisabett being able to keep roughly the same speed while tracking. The reason the rest of you caught up with her prior to that was because (and perhaps I was assuming too much) you were specifically riding after her and not actively tracking.

Anyway, I was attempting to create a difficult decision about how and when to head back to the swamp, and while I've enjoyed the roleplaying that's come of it, I am hoping its not due to conflicting views on the rules of the world. I've seen too many fierce arguments in games (in character and out) that arise from differing views about what characters can and can't do. It's great that there is party tension, but know that both the "horse" approach and the "on foot" approach have their pros and cons, and I'd like disagreements on that point to be a source of character frustration rather than player frustration (if that makes any sense).

I don't think anybody is snubbing or mocking anybody. I do think that Lisabett is an emotionally charged character with differing worldviews than the local Sandpointers, so I'm not surprised to see some sparks considering the dedicated roleplaying.


Female Human Housewife/1

Hah. I had to quit a game because OOC bullstuff was interfering with IC relations. I really enjoy this game, the tension is pretty realistic without spilling into antagonism. We all have the same goals, but our differing perspectives and degrees of stubbornness make it difficult for us to figure each other out. Which is totally cool for a very first day of adventuring together.

And yeah, I tend to play high charisma characters as empathetic and vocal. And when they're not, something is really wrong.


I think part of the problem is that Lisabett doesn't seem to care about any of the other character's motivations.

Given the choice that we had, either turning right around at the edge of Sandpoint to do as Lisabett choose, or to continue in and finish several objectives.

Raziel had a good pair of reasions to head into Sandpoint (which was right there).
1) Drop off the prisoners and loot. Both were slowing us down, and both could be dropped off in Sandpoint. While I might have wanted to follow my heart and chase after Koya, doing so without preparation of at least getting rid of the burdens would be foolish.
2) Get some resupplies. I'm low on spells (2nd level doesn't boost my total spells much). I think the group will need healing, and so I'm looking for it (and got some). And I got some additional information for myself.

Also, I've seen the Rise of the Runelords map of Sandpoint. The swamp is the major (almost only) threat out this way.
Farther inland is farmland. So I've played like a local, and figure that we only have a threat from the swamp, and tethered horses should be safe. (If that is true or not is always up to the DM, but like I said, I'm playing as a local).

I understand Lisabett's thoughts, I just wish she would understand mine.


Female Human Housewife/1

Going to Sandpoint wouldn't restore Lisabett's magics. The type that come on scrolls are not likely to be much use, as well as slow us down further searching for and negotiating to purchase the items. Okay, I take that back, potion of darkvision, if we found one, might be useful to Alazandaru, but we were each of us in a hurry. She had no interest in taking the prisoners, which she made abundantly clear, and no interest in assuaging Ameiko's feelings, either. Lisabett is not trained to ride a horse and prefers using her own two legs.

She understood Raziels concerns, I just didn't feel it was in her character to spend precious time thinking how Raziel appears a pretty stand up dude, because she was more concerned for the Koya and Sandru being alone in a swamp full of monsters after we buried what remained of a corpse in a swamp full of monsters.


I realize that.

But Lisabett's attitude seems to be that we should have joined her and not gone into Sandpoint.

Not that she chose the wrong path for her, but that we chose the wrong path for not joining her.

Yes, I know that Lisabett isn't likely to find any magic support like I was, but the point is that while Lisabett did not expect any magic help, Raziel did (and got some).


Female Human Housewife/1

Ah. No. Just a bit hurt. Again, not the best day she's known in a while. She feels like a liability to the group as a whole at the moment, having taken down one goblin and provided no other manner of support save her freakishly good tracking skills.


Male Human (Varisian) Paladin of Shelyn (Warrior of the Holy Light) 3

Sorin would have gone into Sandpoint, horses or no horses because he felt the need to make amends; something which was denied him in the morning.

He didn't really understand Lisabett's spat with Ameiko but was only marginally paying attention to it anyways. While Sandru's behavior was odd, Sorin didn't believe that hanging around for another 10-15 minutes was likely to make any difference and felt that getting a horse, for Koya at the very least, was essential. And he thought, and still thinks, that Lisabett going into the swamp by herself was incredibly foolish.

Of course, I don't expect Sorin to understand everything Lisabett and Almar think or do; they've only known each other 24 hours and much of that was a gruelling trek through the swamp that they're now running back to, at night, without having had the chance to rest. I think that would make even seasoned adventurers, which Sorin is not, pretty cranky.


Male Human Gunslinger 03

From Almar's standpoint Lisabett was pretty childish and bossy in doing what she did and how she did it, but he also doesn't understand why Alazandru and Sorin act like besotted fools forgetting everything elese around Ameiko, just like she was the most important person in the world (I do... he doesn't) while there are obviously more important things to do.

Almar is focused/obsessed on his mission. He always was like this, but his recent misfortunes made him much more of a zealot as he feels the need to prove himself and redeem his failure (to himself first of all).


Female Human Housewife/1

Well, she is 16. I always play my teenagers as teenagers, no matter where they are from, their stats, or what they've done. Its my rule.

I know, it may be annoying, but a 16 year old girl is not going to take another woman running off with the majority of the party as a sign that she's been taken seriously, and she's going to be upset. Add to that that her interaction with females thus far has been limited to envying them for not having to fight as she has, and waiting around for a mother that's greater than her, too.


Male Human (Varisian) Paladin of Shelyn (Warrior of the Holy Light) 3

Oh, I understand; I wasn't faulting the playstyle. In fact, I found it highly amusing when I first noticed that everyone except Sorin is a teenager. And Sorin is the least worldly of the group.


I don't want to derail the discussion, but I wanted to let you guys know that I'm looking to add a few players to my Carrion Crown game. We lost a player a few weeks back, and the pace of the game has slowed. I've enjoyed playing with all of you, and so I'd like to pull replacements from the players in this game. Please know that I am (and always have been) committed to both games, but the pace of my Carrion Crown campaign is currently considerably slower than this one.

I'm looking for two players, ideally, though if there is more interest than that, I'll see what I can do. I'm inclined to give Sir Jolt priority since he originally applied to the group when I was recruiting in July. Assuming he wanted to keep his sorcerer, we would most likely be looking for a stealthy type, well-versed in combat.

I suppose I'll let the game speak for itself.

I don't want this discussion to distract from the Jade Regent game, so I'd like to get this figured out in the next day or two and move on. If you're interested, let me know and we'll go from there.

Also, perhaps I should mention that AK (who plays Alazandaru) is also in the game (as Hrolf Steinholf).


Female Human Housewife/1

Hmm, a paladin, a witch, an oracle, and a ranger...

Lemme read over the players guide again and see how I might help without stubbin' toes.


Female Human Housewife/1

DM Hamied Re Carrion Crown:

How would you feel about a dex-based melee Inquisitor of Sarenrae? Something like a Dervish only... not a cleric. I am currently thinking Kelesh for her ethnicity, but...

I know Sarenrae is not one of the deities listed in the Player's Guide as fitting in best with the campaign, but I am most familiar with her edicts and think that Iomedae is too... rigid for me to play and Pharasma too convenient, where as Sarenrae would have a vested interest in bringing the undeath to final rest and purging corruption from Ustalav.


Hu5tru:
You had me at Inquisitor! Sarenrae is a good choice, though I would like to know your reason for being so far north if you are a Keleshite.


Female Human Housewife/1

DM Hamied:

Hmm... Point. She does not need to be Kelesh. Could be "local," like someone who was working with the Crusades. Heck, the way I've set her up, she need not even be human, could easily make her a half-elf.

I've set up with a 22 pt buy like this game. Since I'm coming in later, would I still need the campaign trait?


Hu5tru:
There are plenty of reasons that a person of Kelesh descent might be in Ustalav, so whatever works for you. It's too late to include you in the Professor's will, but I'd like you to have some connection to him, and for the purposes of fairness I plan to require a campaign trait. I will think a little on the reasoning and a possible hook.


Female Human Housewife/1

DM Hamied:

What is your opinion of Aasimar? I noticed you have a damphir, so you're comfortable with using unconventional races, but I don't want to rely on being able to sneak that kind of race in without your consent. I think making her a product of the Crusades would be rather fun and a way to tie her further into the campaign.


Hu5tru:
I guess I didn't link you the recruitment thread! D'oh! That has my allowed races (and point buy). I allowed a dhampir because I think it fits the setting really well, but I'm not as keen on an aasimar. Aside from core races, I'm okay with changeling and (if you have a really good reason) orc.

Sorry to shoot you down.


Female Human Housewife/1

DM Hamied:

Nope. No problem. Is why I asked. Currently working a half-elf for at least low-light vision, and skill focus for stealth. Nothing in Sarenrae's tenets about not being sneaky, just forthright about your sneakiness. Darn, inquisitor's lack of BAB at 1st excludes most combat feats at first level however... hmmm. I should have some crunch and at least a bit of fluff up tonight.


Female Human Housewife/1

Cathran
Half Elf Female Inquisitor of Sarenrae /1
NG Medium Humanoid
Init +1 Senses Low Light Vision +9

DEFENSES

AC 19 (+5 Armor, +2 Shield, +1 Dex, +1 Deflection) touch 12, flat-footed 18
HP 9
Fort +3 Ref +1 Will +5

OFFENSE

Melee Scimitar +3 (1d6+3, 19-20/x2)
Ranged TBD

STATISITICS

Str 16 (10) Dex 13 (3) Con 12(2) Int 12(2) Wis 16 (5,+2) Cha 10
Traits Illuminator, Teacher's Pet (Knowledge Religion)
Feats Dodge, Skill Focus (Stealth)
Skills Diplomacy +6, Heal +7, Knowledge (Religion) +7, Perception +7, Sense Motive +7, Stealth +8, Survival +7
Languages Known Common, Elven, Celestial
Combat Gear Scimitar, Scale Mail, Heavy Wooden Shield

Equipment:
TBD

SPECIAL ABILITIES:

Domain
Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells

Glory (Heroism) Domain

Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Judgment (Su)
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Monster Lore (Ex)
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons
Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2-4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex)
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to ½ her inquisitor level (minimum +1)


SPELLS KNOWN

1st Shield of Faith, True Strike
0 Brand, Detect Magic, Disrupt Undead (DC 13), Sift

RACIAL ABILITIES:

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light (see low-light vision).

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored class at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Concept/Progression:

Pure Inquisitional goodness, all the way. Uh, mostly self buffs because I will be sinking most ability buffs and feats on combat to hit harder alongside the paladin, and protect the delicious squishies.

Brief History:

Cathran's particular vision of Sarenrae's doctrine has been highly influenced by time spent in Qadira (her human features bear striking resemblance to Kelesh) and her training and participation in the Crusades. Although she herself was not a slave, she found the practice abominable, as well as the corrupt practice of her Lady's church, which she perceived were the greatest single force of provoking hostilities with native Taldor. Recognizing that a single woman could do little against the establishment, Cathran enlisted with the Mendevan Crusades to train herself and actively promote the Lady's goodness and her faith to a people who were in greatest need of her light. Along the way, she met the Professor, whose educated views on religion were enlightening and stoked her passion and enthusiasm for the cause.


Male Human Gunslinger 03

DM Hamied:
I'm glad you are keeping your games running. It takes effort and dedication not to let them go when people start dropping out, so kudos to you!
Btw any chance you want to start a Kingmaker game? I'd be very interessed if you were, as playing that campaign has been a wish of mine for some time now.


Almar:
Unfortunately, I don't have time for more than two games at this point. I will let you know if I ever do open a third, however, though I'll admit that as cool as Kingmaker is, I am more drawn to some of the other APs. It's a moot point for now, I'm afraid.


DM Hamied:
Sorry for the delay in replying. I haven't been feeling particularly well recently. I'd love to join in but I wouldn't want to play the same character I submitted back in July; mainly because I can no longer completely remember where I was going with him. I'd rather recreate.

I have no problems making a sorcerer/wizard type again. If I make a sorcerer again I wouldn't make him Sanguine, or any Undead related bloodline. The dhampir already gives the group an undead connection and I don't think another one is needed. If a wizard, I wouldn't mind trying one of the Elementalist specialties. However, alot of players tend to look at wizards as up and coming magic item creation factories and I don't build or play my wizards that way.

I also notice that everyone in the group is a human or half-elf. I have no problems adding a dwarf, gnome or halfling to the group for variety.


Female Human Housewife/1

Heh, and I felt bad for immediately being suspicious of the way we found Sandru.

I was going to have Lisabett look for traps or sign of anything he might be hiding from. Unmoving in a tree doesn't typically mean hurt, to me.


Male Human (Varisian) Paladin of Shelyn (Warrior of the Holy Light) 3

I took "securely suspended from a tree" to mean "tied up and hanging from". When I realized that was in error my next thought was "bait".


Sir Jolt:
You shouldn't feel constrained to our original character submission if you'd like to play something else. There is an arcanist in the group, but she seems to have a healing focus. A wizard would be a nice addition, but so would a lot of classes.

Hu5tru:
Cathran looks good. I think she's ready for the discussion thread.


Female Human Housewife/1

Oh, totally forgotten. According to the Player's Guide, we have 1 point we can put towards developing a relationship with one of the NPCs each level, as well as a gift we can give, or an insult, to try to influence the relationship as well.

So... should we be keeping track of where our relationships currently sit?

I think Lisabett's relationship with Ameiko will be going competition (based on previous play), but it hardly matters since she's not going to be taken seriously anyway. Hah.


DM Hamied:

OORINCUNATHYSIN CR 1/2
Male Gnome Wizard 1
CG Small Humanoid (Gnome)
Init +2; Senses Low-Light Vision; Perception +2
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 11. . (+2 Dex, +1 size)
hp 9 (1d6+2)
Fort +2, Ref +2, Will +2
Defensive Abilities Defensive Training; Resist fire 5
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Dagger +1 (1d3/19-20/x2) and
. . Unarmed Strike +1 (1d2/20/x2)
Ranged Crossbow, Light +3 (1d6/19-20/x2)
Special Attacks Fire Jet (1d6) (6/day) (DC 13)
Spell-Like Abilities Dancing Lights (1/day), Flare (1/day), Prestidigitation (1/day), Produce Flame (1/day)
Wizard Spells Known (CL 1, 1 melee touch, 3 ranged touch):
1 (2/day) Burning Hands (DC 14), Shield (DC 14), Expeditious Retreat (DC 14)
0 (at will) Prestidigitation (DC 13), Dancing Lights, Disrupt Undead
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 14, Int 17, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 11
Feats Combat Casting, Scribe Scroll, Wizard Weapon Proficiencies
Traits Elemental Pupil: Fire, Making Good on Promises
Skills Fly +4, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (Planes) +7, Linguistics +7, Perception +2, Spellcraft +7, Stealth +6
Languages Common, Draconic, Dwarven, Gnome, Orc, Sylvan
SQ Bonded Object: Ring (1/day) (Sp), Fire Supremacy (Fire damage 1), Hatred, Water
Combat Gear Bolts, Crossbow (20), Crossbow, Light, Dagger; Other Gear Bedroll, Blanket, Flint and steel, Inkpen, Pouch, belt (empty), Rations, trail (per day) (10), Ring, Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant type.
Elemental Pupil: Fire +1 dam when cast damaging spells of chosen element.
Fire Jet (1d6) (6/day) (DC 13) (Su) 20' line deals 1d6+0 Fire damage and sets targets on fire for 1d6/round Ref halves/negates.
Fire Supremacy (Fire damage 1) If you are within 5' of a fire at least as large as a campfire, you can draw the fire around you for 1r. Anyone striking you with a non-reach melee attack takes fire damage.
Flare (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Flare once per day.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Making Good on Promises At some point in the past, Professor Lorrimor did you a favor under the condition that he would someday call on you to repay it. After he came to your aid, however, you never saw nor heard from him again, leaving you with a sense of unending anticipa
Prestidigitation (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Produce Flame (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Produce Flame once per day.
Water Classical opposition school for: Fire
Five-Element opposition school for: Fire

You must spend 2 slots to cast spells from the Water school.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Backstory Born and raised in Qadira, he has no memory of his parents since, as with most Gnomes, they weren't married and he was raised by his community. His gift for fire magic was noted early on and he was able to gain entry into one of the magical universities in Katheer. The study of fire seemed to match his natural exuberance but that exuberance was sharply curtailed when he witnessed a Bleaching first-hand. When his initial studies were concluded he found himself bored with academic life. He began a string of romantic dalliances that went to far and involved the wrong people. Fleeing, he stowed away on board a ship where the good Professor found him but did not turn him in. He has since wandered the Inner Sea kingdoms, of which he has little knowledge, just for the thrill of experiencing

Progression Stay as a wizard.

Personality Friendly but with a deadpan sense of humor. He places too much trust in magic and is thus sometimes too impulsive in his decision making. He's recently begun to wonder if the Bleaching isn't some sort of strange First World equivalency to becoming undead.


Sir Jolt:
Looks great. It's too late in the game to include you and Cathran (Hu5tru) in Lorrimor's will, but how might you imagine your connection to him? Why might you be journeying to Ustalav?

We can discuss that in the discussion thread.


Female Human Housewife/1

Visual representation of the situation that Lisabett is trying to avoid.


Female Human Housewife/1

Going to be away from the computer for a few days while I am in transit, so I thought I would issue some standing orders so as not to slow down combat, if it is allowed.

In her second round, Lisabett will cast Mage Armor and try to move with the group. She will stay behind the primary combatants, and spam Acid Splash as it is a renewable resource.


Female Human Housewife/1

Just realized Lisabett does not have acid splash but cone of cold.

I am a bad player with a scattered brain and about 20% juice left on my laptop with no charger.

Yeah, I forgot to pack it.

So, cold not acid damage. Not that the range, etc is any different.


Female Human Housewife/1

Okie, I'm back now. Will post on Lisabett's next turn in initiative. Gotta walk the inlaws dog now.


Glad to have you back. Sorry you had such a harrowing travel experience!


Female Human Housewife/1

I did not recall that every diagonal was 3 squares. I just recalled that there were no five foot steps. Another silly mistake.


I'm not sure if it was the case in 3.5. I never heard anything like that until I switched to Pathfinder last fall.

The difficult terrain rules are brutal, especially in certain encounters. It can be a rather large pain, but you shouldn't be mad at difficult terrain. You should be mad at the GM that puts you in a cave entirely composed of difficult terrain (barring skill in Acrobatics).


Female Human Housewife/1

All of my hate for Serpent Skull. All of it. Five levels of two-hander rogue, not a single kill because difficult terrain made it impossible to move more than three squares at a time in any combat. Switch hitter paladin got all the glory.


Male Human Gunslinger 03

I was checking the third party book "Secrets of the gunslinger", there's a feat there (Bonded Firearm) that would be EXTREMELY interesting to justify magical firearms in any game and by requiring the sacrifice of magic items (instead of ingredients/money as the feat is written) it could be a good way to ballance the progression of firearms in a believable way (as opposed to "You find an old gleaming pistol in the dragon's hoard"...)


I'm reluctant to allow third party material, Almar, but I will investigate that feat. I do have a plan in place to get you magical firearms that does address their novelty in the world, however.

How do you all feel about changing the rule about posting in initiative to "24 hours into your turn, the GM will take control of your character for a round"? Right now, I have you delay and don't take over until 48 hours have passed, but in my other game, the players requested that never have them delay (unless they request it) and that I take control of them after 12 hours. It seems to work pretty well. What do you guys think?


HP 45/45, AC- 18, Touch- 14, Flat- 14, CMD- 21, Fort- +6, Ref- +9, Will- +2, Percep- +7, Init- +4

Same request here please, delay really hurts both our chances in combat and versimilitude.

For the record Hamied's done a great job DM Boting when necessary in combat and i'm all for it. 48 hours waiting for someone is excessive- if someone's not going to have time to write a 2 min post in that time period they should let the Dm know in advance anyway :)


Female Human Housewife/1

It is fine with me, but then if I am unable to post for a few days I will inform people and leave instructions.


Male Human (Varisian) Paladin of Shelyn (Warrior of the Holy Light) 3

Absolutely and I apologize for the delay. There's no point holding up the entire group because one person has something unexpected come up.


Male Human Gunslinger 03

I agree with the time delay being reduced, of course. A faster narrative is a better narrative.

As for the feat I can write it down if you want. Just to be clear it's feat I would have to take to get magical firearms (basically the gunslinger performs a cerimony "annointing" the firearm and paying the cost for the magical proprieties he adds to his weapon; the weapon gets a name, say "spitfire", and must be "called" that way or the enchantment is erased, I was suggesting a tweak so the gunslinger can sacrifice a certain kind of magical weapon to get the proprieties of that weapon on the annointed firearm, instead of just spending the monetary cost, so to allow a more believable way to gain magic firearms)


Male Human Gunslinger 03

I understand you not wanting 3rd party material as that opens the game to a series of potential ballance problems. I think this feat not to be imballanced by itself (especially because I think it should be used to justify the giunslinger steadily getting better firearms in a fantasy setting). Anyway I wrote it down, check it but feel free to not allow it. I know how important it is to keep a game ballanced and introducing 3rd party material is often going to spiral down awufully quick.

Bonded Firearm (grit):
Prerequisites:Grit class feature or Amateur Gunslinger feat, deadshot class feature or Point Blank shot feat, base attack bonus +7
Benefit: Aftr performing an uninterrupted 24-hour cerimony you create a special bond with a single masterwork firearm you possess, granting it a name, which you must always refer to it by, failure to do so results in the ritual failing and you losing all benefits of this feat untill you perform this ritual again. Any time you use the bonded firearm you gain a +1 luck bonus to attack rolls with it.
In addition, by performing a different special cerimony, which takes 8 hours you can sacrifice the GP value equal to or greater than standard costs for purchasing weapon enhancement bonuses or special weapon properties for your bonded firearm to grant it those benefits. The sacrificed objects are destroyed/ruined, if the objects cannot be destroyed in this manner the ritual fails. The desired magical weapon enhancement or property should be preapproved by your GM before you attempt the ritual or the ritual will fail. If you attempt to impart a weapon enhancement, bonus or weapon property with a minimum caster level higher than your base attack bonus the ritual fails. If successful, you can grant a bonded firearm new magical abilities. Your bonded firearm gains the full use of any abilities you choose to bestow upon it via this ritual. This deed costs 1 grit point to perform.
Special: If the bonded item is lost or destroyed, the character must go through the cerimony again to bond with a new item (but the character need not take the feat again)


Sorry for going missing. I'm helping run an anime convention currently, and although I hve my laptop, I haven't been able to get on the web until now.
This hotel server is overloaded.

I approve of DM Hamied taking over my character if I miss time.

Raziel's next action would be to mover a bit closer (normal move) and channel to heal wounds.

151 to 200 of 499 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Jade Regent, presented by DM Hamied - Discussion Thread All Messageboards

Want to post a reply? Sign in.