MiniGM's Legacy of Fire (Inactive)

Game Master Vuvu

Legacy of Fire, beginning on Book 4. A group of mercenaries hired by the Pathfinder Society to retrieve the Scroll of Kakishon from their missing agents.

Kakison Map

Battle Map


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Unnamed

So churley what do you want to throw?


HP 300, AC 55, FF 49, T 22, CMD 60 (80 vs. Grapple or dirty trick)F +25, R +32, W +24, Percep +29, Init +14

I'm trying to think of something regionally appropriate. I'm thinking starknife is probably the best for regional flavor. Chakrams are the best thrown weapons, but really those are very Vudrani. I think starknives are pretty keleshite.


Unnamed

well whatever you pick that is what the weapon will be star knife it is


HP 300, AC 55, FF 49, T 22, CMD 60 (80 vs. Grapple or dirty trick)F +25, R +32, W +24, Percep +29, Init +14

OK, build updated for throwing.


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

One Loot Sheet

Anyone can edit it, I do have a back up on my hard drive however.

If everything was sold the shares would be 7,572 gp, 3 sp, 8 cp if that helps.


Unnamed

don't forget it all sells for 50%


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

True for everything except trade goods! But I thought it'd be fun to see just how big the haul was (big).

People can claim what they want below or on the sheet.

Here's what I'd want to claim if it's OK with the group:

Potion of Jump
Potion of Bear's Endurance
Potions of Eagle's Splendor
Elixir of Fire Breath
Potion of Protection from Arrows
Potion of Invisibility
Potion of Cure Moderate Wounds
Potion of Bull's Strength
Spellbook
+1 Keen Rapier (if small or can be resized to small)
Wayfinder
Clear Spindle Ioun Stone

The potions are for using to learn extracts when I get my next level, the spellbook is to just grab all the spells listed, the rapier so I have a melee weapon, and the wayfinder/ioun stone to be able to resist mind control.


Unnamed

[ooc] the rapier is not small, and does not resize


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Curses, strike that from the list. In that case, minus the spellbook which Zephyr will probably also want, the loot I'm after is worth 4,850 gp.


Male Suli Ragathiel's Warrior | HP 87/98 , AC 24, T 12, FF 23, Fort +15,Ref +9, Will +11, Resist: acid 5, cold 5, electricity 5, fie 5, Init +3, Per +12

What Arthur would like from the loot:
Potion of Heroism
Pearly White Ioun STone
Potion of Protection from Evil

Other than that I don't care for much beyond the healing potions.


Unnamed

Anyone else really happy the paladin said "zip zap zop I'm a big silly head"?


Male Suli Ragathiel's Warrior | HP 87/98 , AC 24, T 12, FF 23, Fort +15,Ref +9, Will +11, Resist: acid 5, cold 5, electricity 5, fie 5, Init +3, Per +12

I'm beyond mirthful.

*Deadpan stare*


I forgot that was the password and thought Arthur had just gone nuts.


(AC 25/16/20; HP 86/86; Fort +6, Ref +10, Will +7; Init +7, Perception +0, CMD 12) Samsaran Oracle (Dual-Cursed) 9

Eh.

It could be a little from a column A, and a little from column B. ;-)


Unnamed

so we can hand waive back to the office the next day, but this is where you need to make any and all purchases you would like before we launch into the next chunk.

Let me know when you are ready to go.


Unnamed

Post your purchases here, but Katapesh is big so I can't imagine you will purchase anything that is not available

If you are adding spells to a spell book just let me know


Male Suli Ragathiel's Warrior | HP 87/98 , AC 24, T 12, FF 23, Fort +15,Ref +9, Will +11, Resist: acid 5, cold 5, electricity 5, fie 5, Init +3, Per +12

I'll hoard my money for now.


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Quick question: can I use my formula alembic on the 2nd level extract potions to transcribe formulas even though I can't cast 2nd level extracts yet?


Unnamed

English?


Unnamed

Oooo you mean can you have a 2nd level formula without being able to make them

Sure


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Sweeeet, now I know what my gold is doing.


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Purchase question - can I use the Sipping Jacket with extracts/mutagen?


Unnamed

Not sure. My initial thought is no. But if there is an FAQ that says yes then yes


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Fair enough - couldn't find anything saying it did, purchases complete.


HP 300, AC 55, FF 49, T 22, CMD 60 (80 vs. Grapple or dirty trick)F +25, R +32, W +24, Percep +29, Init +14

The stuff I would be inclined to spend money on is generally item upgrades, and those take time which I don't have so I'll just hold onto my loot.


Unnamed

So If I chuckle or groan Aya libe I will give you a bonus


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

I got nothing for my Honey, I Shrunk the Kids references or the Missing Piece joke? Fah!


Unnamed

Oh that was good I got a phone call mid post and forgot

But I neither laughed nor groaned I said

Oooo clever. So there is that.

Have +1 on next spellcraft


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

I don't need your charity! *sob*


Unnamed

once Arthur replies again we will know if we are fighting or not...though if you really are members of the pathfinder society why on earth would you walk away from a fight or go around it or talk when you could kill something? We all know that good pathfinders slaughter and murder everything in sight


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

60% Lawful Good Mini! You're lucky we didn't draw up "rules of engagement"


HP 300, AC 55, FF 49, T 22, CMD 60 (80 vs. Grapple or dirty trick)F +25, R +32, W +24, Percep +29, Init +14

Churley is CG, so he's not exactly a normal murder hobo (aka Pathfinder Agent).


Male Suli Ragathiel's Warrior | HP 87/98 , AC 24, T 12, FF 23, Fort +15,Ref +9, Will +11, Resist: acid 5, cold 5, electricity 5, fie 5, Init +3, Per +12

I am dealing with some personal issues. Please DMPC me as necessary.


Unnamed

ok


Unnamed

Anyone else not able to access the maps? Wouldn't load all day for me

In any even Arthur will double move to get closer


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

I can get to them but it's just us and emptiness. That's like, meta-theater-of-the-mind.


Unnamed

Maybe it was the router at work or something I'll try again when I get home. Don't need it until it acts in any event


Unnamed

Zephyr moves forward 30 feet and casts the spell on her familiar to makenit bad ass

unable to get to the map however when I can after this round I will allow you to put your selves wherever you want to compensate

Churley 40 feet away
Kix 40 away
Arthur 40 away
Seif 100 away
Zephyr 40 away

Assumin. A wide spread

The ram quickly moves 20 feet towards everyone and unleashes a vicious breah weapon that hits 2d2 ⇒ (2, 2) = 4 of you that are closest [ooc] that hits Arthur, zephyr, churley and kix[/dice]

Dc 22 fort

Arthur fort: 1d1d20 + 14 ⇒ (12) + 14 = 26

failed?:
you turn into gold. Literally make another save at the end of the round to be not gold again

go it got 20 feet closer to you and that cone was 60 feet


HP 300, AC 55, FF 49, T 22, CMD 60 (80 vs. Grapple or dirty trick)F +25, R +32, W +24, Percep +29, Init +14

fortitude save: 1d20 + 13 ⇒ (6) + 13 = 19 Churley is golden boy.


Unnamed

Oh crapola wrong thread.


Unnamed

Just waiting on seif for your round 3 i will bot in a bit

Once he goes the ram will go

Then chirley is able to attack which he rolled, as did Arthur. So we will need a save for Kix and actions from seif and zephyr


Unnamed

so had you been hit again you would have been solid gold for 24 hours, but of course we all know adventurers would take you to sell later, cause you are solid gold...and you are really heavy so you might have been dismembered, which would have been awesome.


Unnamed

so while you are on this plane keep this in mind, the reasons you can find out later

Prohibited Magic: The following spells do not function
at all when cast within Kakishon: astral projection, blink,
ethereal jaunt, etherealness, phase door, secret chest.

Hampered Magic: The following spells have their
durations halved when cast in Kakishon, and require DC
20 Caster Level checks to be cast at all: creeping doom,
elemental swarm, insect plague, instant summons, mount,
storm of vengeance, summon instrument, all summon monster
spells, all summon nature’s ally spells, summon swarm, and
trap the soul.

Limited Magic: The following spells require a successful
DC 15 Caster Level check to be cast within Kakishon:
dimension door, greater shadow conjuration, greater teleport,
project image, shades, shadow conjuration, shadow evocation,
shadow walk, teleport, and teleportation circle.

Altered Magic: Dismissal, banishment, and other effects
that attempt to force non-natives of Kakishon back to
their home planes do not function properly. Instead of
banishing a target, the effect (if successful) merely stuns
the creature for a round.


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

That'd be awful news if I could cast 3rd level spells or higher! Well, I suppose I could "summon monster".


Unnamed

By the time you leave you will be able to!

Smartypants


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

But I don't want levels of wizard, only alchemist! Because hilarity.


Unnamed

churley i gave you a slight damage bonus for that pun


Unnamed

you too arthur


Unnamed

as for you kix, i didnt get it


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Sounds like a load of schist to me.

Sorry, I have a geology degree.

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