Monster Mashup - Table 6 (Inactive)

Game Master CaveToad

Goatling Battle Map
Marsh Battle Map
Ogre Mountain Battle Map
Regional Map
Nathan's Night Campsite

Party XP Total:

Greebins: 5763 (level 3)
Crest: 7160 (level 4)
Mlinzi: 6000 (level 4)
Nathan/Lotham/Eleanor: 7693 (level 4)

Needed for level 4: 6000
Needed for level 5: 10000

Party Meals Remaining: 35
Meals consumed per day: 8
(2 large, 4 medium )
Meals consumed through day 12


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Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,

Too situational. Have to be flanking and in a steel serpent maneuver.


- INACTIVE - (GM abandoned game)

I'm considering taking Relic Hunter archetype for my Inquisitor dip instead of Sanctified Slayer. I think I would get more utility out of that.

My only concern is that the relics themselves may be difficult to come by. Do you think that will be an issue CaveToad?

If so, or maybe even regardless, I am considering taking Occultist instead, since I would get a little more at the level 8 increase.

On the other hand, Inquisitor would give me Solo Tactics when I hit level 12...

-Posted with Wayfinder


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Obtaining relics depends on your deity. These things are as noted rather rare and not just laying around in a shop, and might require investment in time and effort and talking to people convincing them that you should be the one carrying it around into battle and other dangers. Being a minotaur doesn't really help much in that regard depending on the deity.


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

I don't know if you've reviewed my level ups or not yet, but everything should be done.


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

No level up for me yet. My fault for taking a leave of abscence.


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

Leveled up and ready.
Cheese dipped into Stalker (Soul Hunter).

I'm slightly better at hitting things now, got some more ki and my first ki power (empty body), another 2nd level spell and some more flexibility with shaman spirits, and a little better at intimidating things.

MCP:
I won't have time before this sleep, but I'll be adding the Cruel property to my Amulet of Mighty Fins over the next day or so (I need a total of 4 hours of enchanting time).


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

All ready here. Picked up Unchained monk as my cheese dip. AC shot up.


- INACTIVE - (GM abandoned game)

I was not thinking that Lotham would go and take a relic from a convent or something. I see the relics as being a class feature similar to a wizard's free masterwork arcane bond item. I suppose if you don't give someone a masterwork item for Multiclassing to wizard then this is a consistent policy.

Quote:
Relics do not need to be magic items, and nonmagical relics do not take up a magic item slot. Relics that are not magic items are often of some religious significance to the relic hunter or her church, such as the battered shield of a saint, a bishop's robe, or the finger bone of a church martyr.

As Lotham learned everything he knows about religion from Goodwin, perhaps the amulet would be his relic?

Unlike the Relic Hunter archetype for the Inquisitor, the Reliquarian archetype for the Occultist is more strict:

Quote:
the reliquarian gains a relic of her god, typically a holy symbol of significant age, a fixture from a lost temple, or bone or hair from a prominent historical figure of the religion.

The most reasonable way to get in on the Implements action would be to take a level of Occultist and treat the Amulet as one of the Implements. Not sure where the others would come from...

Just spitballing here. I take it from CaveToad's comment that I won't be able to make it work without derailing our RP plot in character and I don't want to do that.

What I do need to do, other than finalize this cheese dio choice, is make sure my amulet is up to snuff. It looks to me like I am a feat behind where I would have been with it at level 3 already, and I know for *sure* I haven't invested any of my special enhancement points in it yet.

-Posted with Wayfinder


I just sort of scanned it, but some of the verbiage seems a bit more lax, as in you wouldn't have to waltz into some major temple and borrow the fingerbone of Saint McHero, but it does seem like it needs to be somewhat significant. We can try and work out what works for each of these potential classes. Who exactly is your deity/religion?


- INACTIVE - (GM abandoned game)

Lotham is an Oracle for all of the good-aligned deities. I have this in his bio:

bio wrote:
Once he had built a rapport with the Minotaur, Goodwin quickly discovered that Lotham had a special connection to the divine. Lotham spoke of the gods often, referring to visions and voices of various gods on a regular basis, as if such experiences were everyday and normal. He had deep convictions about morality, right behavior, and justice, and he consistently based his statements about those convictions on his own experiences with divine revelations.

And I said this in one of his first posts:

early post wrote:
Lotham isn't a follower of Sarenrae per se--he's more of a Good Pantheon kind of guy, er, bull, (Oracles don't serve a particular god) with a leaning towards Sarenrae and Erastil.


Got it, well that probably makes things a little easier ;)


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

Maybe I should go grind some Mobs to catch up to you guys...


1 person marked this as a favorite.
Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

The Giant is just sitting there, unconscious and angry...


Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,

Obligatory Check-In.


Ok, looks like everyone is close to ready, except maybe Lotham?

I will nudge the gameplay along a bit.


- INACTIVE - (GM abandoned game)

Yes. Was unsure if I was supposed to move forward or wait for something more concrete from you here:

CaveToad wrote:
Got it, well that probably makes things a little easier ;)

-Posted with Wayfinder


Just move ahead for now. We will incorporate it into the story in some way.


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light
Crest wrote:

Hey CT, rules question:

The feat Nightmare Weaver says I can cast Darkness as a full-round action instead of standard, and attempt to intimidate everyone in the area. Would you say that would work with SLAs of Darkness as well?

CaveToad wrote:
@Crest, I am inclined to think it will work with SLA darkness, but i need to review. I have seen example of both where SLA and the actual spell are not treated the same, and cases where they are.

I've got 2 Darkness SLAs per day now. Any new thoughts on this CT?


I think for this purpose the SLA should work like the spell, given how it is interacting. If it leads to unforseen consequences, we can revisit.


- INACTIVE - (GM abandoned game)
CaveToad wrote:
Just move ahead for now. We will incorporate it into the story in some way.

Alright, I'll finish getting the crunch figured out today. I had the level more or less done, but was going to use a different Inquisitor archetype.


- INACTIVE - (GM abandoned game)

I think Lotham will want to spend some time in the morning making his amulet to be an amulet of mighty fists. I am seriously considering giving him the merciful enchantment instead of the +1 enchantment. Would his natural weapons still be considered magic in that case?

-Posted with Wayfinder


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

Whoops, forgot about taking 20 on Spellcraft. Thanks for fixing it.


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

Whoops, forgot about taking 20 on Spellcraft. Thanks for fixing it.


Lotham wrote:

I think Lotham will want to spend some time in the morning making his amulet to be an amulet of mighty fists. I am seriously considering giving him the merciful enchantment instead of the +1 enchantment. Would his natural weapons still be considered magic in that case?

-Posted with Wayfinder

I think you need the +1 in order for them to be. There are feats and class abilities that allow it of course.


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

Ah, well if we're taking time in the morning, do I have 4 hours to commit to my Amulet, or should I wait until tomorrow?


The time spent resting and reflecting should be separate from the time used to rest and reflect on 'leveling up'. Sort of my built in house rule.


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

Not a problem, Crest is quite patient.


- INACTIVE - (GM abandoned game)

You mean I can magically enhance my natural weapons via feats and class abilities or I can gain the effects of Merciful (or at least nonlethal damage with no penalty) via feats and class abilities?


- INACTIVE - (GM abandoned game)

If we don't have time to do it in the morning due to leveling up then it can wait a bit.


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

Check out 'Mercy'


Lotham wrote:
You mean I can magically enhance my natural weapons via feats and class abilities or I can gain the effects of Merciful (or at least nonlethal damage with no penalty) via feats and class abilities?

Oh i just meant that some classes and feats give the ability to treat natural weapons as magic ( monk, arcane strike, etc )


- INACTIVE - (GM abandoned game)
Crest, The Wave Terror wrote:
Check out 'Mercy'

I'll have to weigh the perks of that feat (and losing a feat slot) vs. the amulet (and spending the $$ but getting an extra d6 damage per weapon, which really adds up)


- INACTIVE - (GM abandoned game)

I believe I am correctly leveled up now.

Summary:
Took Cleave as level 4 feat
Added Arcane Strike to Amulet w/level 4 Amulet Feat
Increased various skill ranks
Increased all primary classes by 1 level
Bloodrager gained 2 more rounds of rage, Angelic Attacks from the Celestial bloodline, as well as Blood Casting and Eschew Materials; picked Mage Armor and Shield as Bloodrager spells, castable 3/day
Oracle gained another use of Martial Flexibility and level 2 spells; picked Silence as a new spell known and gained Dust of Twilight from Lunar mystery, castable 4/day
Paladin gained Channel Energy, another use of Weal's Champion (and an increase in its effectiveness), more Lay on Hands usages and dice, and spells (currently have Bless Weapon and Weapons Against Evil prepared)
Cheese Dip is Relic Hunter Inquisitor, which is mostly useless until Lotham acquires a relic, but in the meanwhile gives Stern Gaze and Monster Lore


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

I'm considering Warder (Dervish Defender) for my Cheese Dip when I level. Yeah, I would get a superfluous Two-Weapon Fighting feat and the Combat Reflexes is a little less awesome since I would be using Int instead of Dex (18 vs 20), but adding Int to AC is pretty sweet, Aegis and Armiger's mark are both cool and getting some extra maneuvers and a stance is rather nice as well.


I posted a new system in the Discussion thread of the Main Thread regarding cannibalizing magic items to feed your Signature Item. Anyone interested, I appreciate feedback or questions.


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5
CaveToad wrote:
I posted a new system in the Discussion thread of the Main Thread regarding cannibalizing magic items to feed your Signature Item. Anyone interested, I appreciate feedback or questions.

Seems alright so far. Will think on it and see if I find anything broken or bad


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

I'm kind of glad at the moment I haven't leveled up because I can't for the life of me decide on my cheese dip


- INACTIVE - (GM abandoned game)

Yeah I'm still not positive I made the right choice...

-Posted with Wayfinder


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

And so begins the hilarious effort of a fish convincing a cat to jump in a lake.


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

Aboleth's lung is a Gillmen spell so I don't think we can get it. The closest we can come is Air bubble I believe and we will need one for each character and only have 4 minutes each.


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

Good point, overlooked that.
Assuming we can't use it then, we'd need 5 Air Bubbles. If Nathan can give everyone an Air Bubble, I can give 4 people a swim speed and Eleanor can walk on water, but I can certainly understand if people want NOTHING TO DO WITH THIS because it seems relatively dangerous...


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

4 minutes isn't long... Still, Mlinzi will want to come along to help protect everyone, even if he doesn't particularly enjoy swimming.


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

This is what will happen if you want Greebins to go under water


- INACTIVE - (GM abandoned game)

I am super curious. By extension, Lotham is super curious too. :p

Yeah, he's down for this plan.


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

OK, so Crest will make ready 4 Slipstreams in the morning, but we should probably wait until we get out to the spot above the obelisk to cast it, since even if I boost the CL with a Spirit Call spell, you'll only get 50 minutes of having a swim speed.


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Are you all swimming out to the center of the lake? Or using your tiny raft to get out there.

Nathan and Lotham might look at the raft and ask if its a raft for ants ;).


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

Well, Ellie can just walk on the water, my familiar and I can regular swim. That leaves Nathan, Lotham, and Mlinzi to swim. How long do I expect it will take us to get there?


Its about 6 miles out. The lake is calm water. A DC 10 swim check means that a person with 30' move can swim 15' that round or 1.5 mph. For anyone who can autosucceed the swim check its a 4 hour swim. Proportional if its less than 10 but they can't fail by 5 or more. If they can fail by 5 or more its probably not a good idea to swim.

Every hour after the first hour a DC 20 swim check is needed to not take 1d6 nonlethal from fatigue.


- INACTIVE - (GM abandoned game)
character sheet wrote:
+10 Swim* (1 ranks + 3 Class + 6 STR)

I think Lotham can handle it.


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

Seems reasonable to swim out, and risk the fatigue since a single channel will probably cure most if not all of the damage. I can take Life today instead of Lore as my wandering spirit and get 4 Channel uses so Nathan and Lotham can focus on swimming and save their uses for any potential trouble. Thoughts?

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