Medieval Europe PbP campaign (Inactive)

Game Master Michael Johnson 66

Set in a version of 15th century Europe where magic, monsters, myths and legends are real....


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I think I'll take Unsanctioned Knowledge actually. Forgot about that Feat.


Male Human Ninja 10| HP 92/92 | AC 32 (T 20 FF 23) | CMD 25| CMB 7| Saves F 5 R 15 W 5 | Init +14 | Per +13 | Ki 8/8 r 2/2

Well Hisao is a really great scout even if the invisibility doesn't work and is a pretty good off-face so that's the social and out of combat roles settled.

In combat he's got great maneuverability to get flanks and sneak attacks and that's pretty much all I envisaged. His Ki is reserved for extra attacks which has come in pretty handy with how terribly I've been rolling in combat lately. There's pressure point stuff I could do but Paddy is better at that and smoke bomb stuff is better left to Iommmi. So I think I'll go Piranha Strike for now.


male teifling Rogue(u) 7/slayer 2, HP 75/75, AC 30, T 18, FF 22, F +13, R +20 W +11, Perception +24(+27 traps); darkvision 120', Initi. +13

you could go a level of magus and say the spells are ninja tricks....glitterdust and such....your burning hands are really lit balls of gas...etc...


Male Human Ninja 10| HP 92/92 | AC 32 (T 20 FF 23) | CMD 25| CMB 7| Saves F 5 R 15 W 5 | Init +14 | Per +13 | Ki 8/8 r 2/2

Hah, I kinda like that. It would make good use of the random 1 point in Intelligence that Hisao's got too. Can't cast 1st level Magus spells without it! The tradeoff is giving up Ninja progression to get one arcane pool point and one spell per day that could be used with spell combat right?


Male Fleshwarped Half Elf Verminous Hunter 4/Medium 4 (Level 8)| HP 59/59| AC 31 T 22 FF 24 | Fort +9 Ref +14 Will +8| CMD 30 | Init +9 | Perception +12 (+18 Wasp Focus)

You mean this Al?

Quote:
Prerequisites: Int 13, ability to cast 1st-level paladin spells.


male teifling Rogue(u) 7/slayer 2, HP 75/75, AC 30, T 18, FF 22, F +13, R +20 W +11, Perception +24(+27 traps); darkvision 120', Initi. +13

or wait til 8th level to add a magus lvl...then u can add your point to Int...


Male Human Ninja 10| HP 92/92 | AC 32 (T 20 FF 23) | CMD 25| CMB 7| Saves F 5 R 15 W 5 | Init +14 | Per +13 | Ki 8/8 r 2/2

But not going to give up extra sneak damage so Ninja 7 for now.


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

Ah, leveling up. My favorite thing.

If you guys want to help me pick my seventh level Feat,....

I'm considering Alertness and Scholar. Part of me is thinking Skill Focus but, since I get another Skill Focus at eighth level it seems a bit overkill. May get it anyway.

I'm also only 80% sure I picked a Feat at fifth level, not interested enough to do some math and check, so there's a chance I should pick two Feats. Maybe I'll get around to that the next time I level up.

. . . . Oh yeah. Do we roll for hit points?

(You know how much I love leveling my PC, right?)
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EDIT: You know, not for the first time, but, the expression on my Avatar's face is perfect for this post.


Hoenheim Dobberkau *Nacht* wrote:

You mean this Al?

Quote:
Prerequisites: Int 13, ability to cast 1st-level paladin spells.

Balls. My Int isn't high enough to draw spells from the spell lists of two Cha casters and two Wis casters.

=/


Male Human Ninja 10| HP 92/92 | AC 32 (T 20 FF 23) | CMD 25| CMB 7| Saves F 5 R 15 W 5 | Init +14 | Per +13 | Ki 8/8 r 2/2

Levelled up. Pretty straightforward.

Extra 7 HP. Prianha Strike Feat, one more d6 on the sneak attack. More skills in what Hisao is already good at.


Guess I'll just take Furious Focus for now.


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

I'm leveling up now (finally) and getting the stuff I bought from way back when we were third or fourth level (my contact at The Boar's Head).
My AC will be higher by a little bit; I know the second Werewolf's second attack misses (That's two HP.) and there could be another. We'll see in a few minutes.


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

And I still need to be reminded of how we're doing HP .... rolling, average, max....


Male Fleshwarped Half Elf Verminous Hunter 4/Medium 4 (Level 8)| HP 59/59| AC 31 T 22 FF 24 | Fort +9 Ref +14 Will +8| CMD 30 | Init +9 | Perception +12 (+18 Wasp Focus)

You get 5 + con..


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

Also, Does my Odin Stone (which gives me Shield), add to my CMD?


Armor, Natural Armor, and Shield bonuses don't add to CMD.

Pretty much everything else (Dodge, Deflection, Sacred/Profane, etc.) does.


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

Thanks Sundakan.

I knew that; I just don't know how different this Odin Stone is. (It's already somewhat different than the spell, Shield, and is a Luckstone as well.)


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

After thinking about Iommi-Tyr Magnuson I don't think he actually would have improved his armor with his gold.


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

Finished leveling up and spending gold -- well, almost finished.

I still have to pick my Feat from 5th level and my new Feat at 7th level.


Decent ACs on these wharwolves.


Male Fleshwarped Half Elf Verminous Hunter 4/Medium 4 (Level 8)| HP 59/59| AC 31 T 22 FF 24 | Fort +9 Ref +14 Will +8| CMD 30 | Init +9 | Perception +12 (+18 Wasp Focus)

Base ones have an AC of 21


Do they? I felt like the ones from before were easier to hit.


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

This time around we are each surrounded (flanked) by three. It does feel different.

Grand Lodge

Mike, can you check to see if you have my APG? I think it's at your place. Also, I have your 3.5 DMG2 -- I accidentally grabbed it Sunday thinking it was mine (Now I have two.).


Male Human Ninja 10| HP 92/92 | AC 32 (T 20 FF 23) | CMD 25| CMB 7| Saves F 5 R 15 W 5 | Init +14 | Per +13 | Ki 8/8 r 2/2

Well what would their AC be after they're denied Dex to AC? Hisao should be hitting that since he's invisible I believe.


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

I think Mike mentioned something about their Scent negating your Invisibility -- maybe he'll clarify.


Male Human Ninja 10| HP 92/92 | AC 32 (T 20 FF 23) | CMD 25| CMB 7| Saves F 5 R 15 W 5 | Init +14 | Per +13 | Ki 8/8 r 2/2

I think Scent lets them find the square Hisao is in. But he's still got total concealment (and it saved him as two attacks rolling lower than 50). And from what I know total concealment means foes are denied Dex to AC.


M Human unchained monk 8/paladin 6

Just looked at their stats in Bestiary, and realized that the 21 AC is due to armor in the Bestiary, but these werewolves aren't wearing any, so their AC should've been 16, or 14 flat-footed.... My bad! Will retroactively correct some misses that would've been hits....


Male Fleshwarped Half Elf Verminous Hunter 4/Medium 4 (Level 8)| HP 59/59| AC 31 T 22 FF 24 | Fort +9 Ref +14 Will +8| CMD 30 | Init +9 | Perception +12 (+18 Wasp Focus)

Ah and Iommi, you can only use Inspiration for saves once.. as its an immediate action. Upside, you saved some Inspiration as you failed a few.


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

I looked at the language quite carefully and the way it's written, I can. As a DM I would not allow it -- would rule that the language is poorly written. (And btw, it is not an Immediate Action.)

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ACG wrote:
As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll.

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In this case it's a bit of a moot point as the purpose of using the Inspiration was to avoid the Curse, which I failed. So using only one (two points) would actually save me from four points (and actually, all six because there would be no point attempting one if I could not attempt the other two.)


Male Fleshwarped Half Elf Verminous Hunter 4/Medium 4 (Level 8)| HP 59/59| AC 31 T 22 FF 24 | Fort +9 Ref +14 Will +8| CMD 30 | Init +9 | Perception +12 (+18 Wasp Focus)

Did you read further?

Quote:
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

Ah.

Obviously I did not read further.

Thank you.


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

So, Mike,....

Not being able to attempt Inspiration on all three Save failures makes using it on one really dumb -- so retroactively I'm not going to attempt it on any of the three.


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

(God, I feel like Heathansson in this Avatar!)

Cure me quickly!


Male Fleshwarped Half Elf Verminous Hunter 4/Medium 4 (Level 8)| HP 59/59| AC 31 T 22 FF 24 | Fort +9 Ref +14 Will +8| CMD 30 | Init +9 | Perception +12 (+18 Wasp Focus)

You'll be fiiiiiine.


I wish you'd only failed one save, I would have Paladin's Sacrificed it away.


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

Damn it, I still haven't picked my 5th or 7th Level Feats.

Ideas?

Please?


male teifling Rogue(u) 7/slayer 2, HP 75/75, AC 30, T 18, FF 22, F +13, R +20 W +11, Perception +24(+27 traps); darkvision 120', Initi. +13

extra discovery and toughness/improved initiative


Intuitive Understanding (Discovery) fits you.


male teifling Rogue(u) 7/slayer 2, HP 75/75, AC 30, T 18, FF 22, F +13, R +20 W +11, Perception +24(+27 traps); darkvision 120', Initi. +13

hey...for our gifts from Flammel, could we spread the value out over a few items? I have a few ideas that suit the character. Also when could I retrain a feat? I might ditch the TWF for Pirahna strike...


M Human unchained monk 8/paladin 6
Paddy wrote:
hey...for our gifts from Flammel, could we spread the value out over a few items? I have a few ideas that suit the character. Also when could I retrain a feat? I might ditch the TWF for Pirahna strike...

Yes, you can get multiple gifts so long as the total value of the gifts combined is equal to or less than 144,000 gp. And you could retrain a feat at 7th level, so you can trade out TWF for Pirahna Strike right now, or you could do it at 9th level....


male teifling Rogue(u) 7/slayer 2, HP 75/75, AC 30, T 18, FF 22, F +13, R +20 W +11, Perception +24(+27 traps); darkvision 120', Initi. +13

sweet...will do up a game post soon...also...going to a con this weekend...so posting sat and sun might be sporadic at best...just a heads up.


Male Human Ninja 10| HP 92/92 | AC 32 (T 20 FF 23) | CMD 25| CMB 7| Saves F 5 R 15 W 5 | Init +14 | Per +13 | Ki 8/8 r 2/2

Hey Mike, do you think this is heading towards end game?


male teifling Rogue(u) 7/slayer 2, HP 75/75, AC 30, T 18, FF 22, F +13, R +20 W +11, Perception +24(+27 traps); darkvision 120', Initi. +13

sweet....I'll post the items here to avoid the clutter in game thread...

ring of greater fire resistance-44k
belt of dexterity +6-36k
celestial armor-22.4k
upgrade buckler to +2, light fortification-16k
upgrade keen shortsword with icy burst-24k

plus i would sell my mithral shift +1 to help defray the costs

and I will switch out the twf...thanks..forgot i use a buckler...derp!!


M Human unchained monk 8/paladin 6
Hisao of the Yellow Reeds wrote:
Hey Mike, do you think this is heading towards end game?

My original plan was for it to get pretty close to end game before concluding, but I have back-up plan with lower-CR versions of the ultimate enemies in case we want to wrap it up sooner....

What do you guys think? Do we want this to go to at least 17th level? Or a shorter campaign that goes to about 10th level?

Obviously, killing an ancient red dragon or an archdevil won't be an option for the lower level conclusion, but Nero could be a lower level bad guy than originally planned....


male teifling Rogue(u) 7/slayer 2, HP 75/75, AC 30, T 18, FF 22, F +13, R +20 W +11, Perception +24(+27 traps); darkvision 120', Initi. +13

just a heads up..im going to a con this weekend...posting on Sat and Sun will be sporadic if at all...should be back late on Sun..if im not drained ill post

and like the Insane Clown Posse song says, Let's go all the way....


I see no reason to cut things short. Though I would say cool it with the Monty Haul-ing just a little bit. I like how fast we're leveling, but too much free high level stuff kinda takes the "magic" out of loot.

If you want to give us stuff (since you seem to enjoy it as well), maybe stick more to either "story" loot (the land grants and such are a nice flavor twist that I hope we can spend some time exploring later...I wouldn't mind, say, clearing a nest of vampires from my keep in Gascony and then managing it a bit) or more unique stuff rather than ever-increasing Big Six items? Stuff that is really cool but rarely sees much use, like the Dancing Hut or the Horn of Blasting.


Male Fleshwarped Half Elf Verminous Hunter 4/Medium 4 (Level 8)| HP 59/59| AC 31 T 22 FF 24 | Fort +9 Ref +14 Will +8| CMD 30 | Init +9 | Perception +12 (+18 Wasp Focus)

The way I see it its less Monty Hauling and more, gifts given so that we can face much harder encounters than what would normally be possible. The Vampire for example was a good example of something under pretty much any other circumstance alone.. would have been bad news. The Warriors included with him didnt make it easier.

I will say however I'm all for the long haul.


Male Human Ninja 10| HP 92/92 | AC 32 (T 20 FF 23) | CMD 25| CMB 7| Saves F 5 R 15 W 5 | Init +14 | Per +13 | Ki 8/8 r 2/2

I only asked because, I haven't played many games, but I've never been in one with so much awesome loot thrown my way. In any other campaign this would be gearing up for the last battle so I figured I'd ask :)


LG Viking INV: Empiricist-2 / ALC: Mindchemist-5 .... Initiative: +7 | HP: 62 /62
Spoiler:
AC:29 (T/FF: 16/25) | Fort:+11Ref:+11Will:+20 | CMD: 20 | Move: 40

Long hall, or short -- I'm fine.

The loot is getting pretty outrageous but that only matters if combats get too easy.

All I want is for France to accept its true King, Henry VI.

Oh yeah, and I suppose, to kill Conflagratious.

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