Nearly gods... Legacy of Fire Chapter 2!

Game Master BloodWolven

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To discuss...


GM Wolf wrote:

Recruitment has officially ended. No new applicants need apply. If you dotted for interest or have posted with interest or ability scores, please get your submissions done before Friday. Friday I will be going through submissions.

Please post 3 things you want for your character in the discussion tab. They should be under the following prices: 500 gp, 1,500 gp, and 5,000 gp.

I'll make an alias if selected. Or do you prefer that I make one now? Does your question about items mean we can't chose what items we want ourselves? I've already selected 10k worth of gear.

If you mean things already on our sheet, then I want a headband of intelligence +2 (4000), book of harms(900) and a wayfinder(500). I also really want a Cracked Incandescent Blue Sphere. My feat selection rely on getting the ioun stone (200) and the wayfinder.


The Grey Man | Male | Init:+12 | HP:40/40 | AC:21 T:17 FF:15 AoO:+4 to AC | CMD:18 | CMB:+4 | F:+3 R:+8 W:+2 | Perc: +10 Human 4 Gesalt Unchained Rogue/Swashbuckler (Inspired Blade)

Will do the final tweets tonight.


The Grey Man | Male | Init:+12 | HP:40/40 | AC:21 T:17 FF:15 AoO:+4 to AC | CMD:18 | CMB:+4 | F:+3 R:+8 W:+2 | Perc: +10 Human 4 Gesalt Unchained Rogue/Swashbuckler (Inspired Blade)

Items wanted
3750: Shadows added to his armor
1400: Daredevil Boots
180: Assisting Gloves


No I mean items you do not possess.

I know we had more applicants than the two of you, we will see who can follow the bread crumbs.


The White Death | LG Female Human Monk (Zen Archer, Qinggong ) 5 // Inquisitor 5 | Init:+13 | HP: 50/57 | AC:21 T:21 FF:18 CMD:28 | F:+8 R:+8 W:+11 | Perc:+14 SM:+16 | Ki Pool: 3/7, Judgement:1/2, Bane:3/5, Determination:2/2, Perfect Strike:4/6 | Active: Judgement(Destruction)

Items Wanted:
Eyes of the Eagle: 2,500
Handy Haversack: 2,000
Amulet of Nat Armor +1: 2,000
Total=6,500


Female Human (halfdragon) Sorcerer/Summoner 3|Init: +8; darkvision 60', low-light, Perception: +1| HP: 35/35; AC: 19; Tch: 15; Flt: 14; CMD: 23|Fort: +5; Refl: +5; Will: +4|

Sorry for the late response.

Just to make sure, the halfdragon template I found on the PFSRD said a level adjustment of 2. Saw reference to them being 3 in 3.5 and wasn't sure if we were doing that instead? Also, looks like their breath weapon is based off of racial hit dice, so even being a half dragon I didn't end up with a breath weapon.

Hit Points: 2d8 ⇒ (6, 6) = 12 Would like to not reroll either of those actually.

For a 5000 gp item Mayze would be interested in Gloves of Arcane Striking. If it's something she's had for a while I'd like to swap out Mobility for Arcane Strike, but if it's something she acquires just before play starts, or during play then I'll keep things as they are. Due to the Eldritch Scrapper archetype I can use Martial Flexibility to gain Arcane Strike temporarily...and will just pick the feat up proper when we get a couple levels.

For a 1000 gp item Mayze would be interested in a full wand of Cure Light Wounds.

For a 500 gp item Mayze would be interested in a cold iron falcata. Nope, she doesn't know how to actually use it (though martial flexibility can help with that), but it's either a family heirloom (if these are items we start with) or a big brutal looking sword that she'll practice with till she learns how (if they're more recent acquisitions).


Can we combine costs for items like Minerva did? If so I want:
Cloak of Protection +2 (4000 GP)
Ring of Protection (2000 GP)
Wand of Reduce Person (750 GP)

If we can't combine costs:
Spellguard Bracers (5000 GP)
Cloak of Protection +1 (1000 GP)
Arcane Family Workbook (300 GP)


You may indeed combine costs according to my PM with the GM.

GM Wolf wrote:
You may make combinations if you want up to the total number given.


These items are to help with loot along the way, the more you post the more flexibility I have. ;P

Half dragon is only a 2 level adjustment.


Let me know if I missed anyone:
Big boy Drow (in)
Mayze (in)
Minerva (in)
Grayson (in)
Sir Drystan Goldenflame(in)

If you want to make connections with other players please do so now! There is a high chance the five of you will start it off.

Mayze please put a description in your character sheet and copy over your other info.


Okay folks, like I said. You will all be playing, if your characters don't get along well that happens. Either you will grow to accept or someone will be dead... :/
It happens, anyways off that sour note: on with the show, please wait for my first post in gameplay before you post.

Another thing to add: a campaign trait.
Lucky you if you already selected one! You get another one now!


Male Elf Magus (Bladebound, Hexcrafter) 3 | NG | Init:+5 | HP25/25 | AC:19 T:15 FF:14 CMD:18 | F:+5 R:+7 W:+6| Perc:+9, darkvision | SM: +2| Spells: 1st: 2xRime Frostbite, Color Spray, Open | Active: None
skills:
Intimidate +11 | Acrobatics+5 | Climb+5 | Knowledge (Arcana, Dungeoneering, Planes) +8 | Knowledge (Local, Nature, , Religion)+5 | Spellcraft+10| Stealth +5 | Swim+5

Finally got up an alias. Height is now 6', so not incredibly tall, but not short either.

I want to change my wish list to the following if it's allowed with more than 3 items for the same cost:
Eyes of the Eagle (2500)
Pendant of the Blood Scarab (1000)
Cloak of Resistance +1 (1000)
Pearl of Power I (1000)
Wand of Reduce Person (750)
Wand of Shield (750)

Sorry for all the questions, but would you allow me to use the elven FCB (1/6th of an arcana) as the drow do not have a racial option of their own?

I'm still wondering what item I'll get from my Hero of Legend feat...


Nazetoz Da'Zhar wrote:

Sorry for all the questions, but would you allow me to use the elven FCB (1/6th of an arcana) as the drow do not have a racial option of their own?

I'm still wondering what item I'll get from my Hero of Legend feat...

5' is "short".

Yes.
Do you have any suggestions for said item? It might take a few days for me to scour the modules.


According to the link I posted earlier 5'6" is the shortest starting height for a Drow.

Sadly I don't have the modules myself, sorry :/.


Female Human (halfdragon) Sorcerer/Summoner 3|Init: +8; darkvision 60', low-light, Perception: +1| HP: 35/35; AC: 19; Tch: 15; Flt: 14; CMD: 23|Fort: +5; Refl: +5; Will: +4|

Here's hoping at least someone else in the party speaks Draconic, otherwise conversations with Mayze are going to be...difficult...:)

Just glancing at my fellow adventurers quickly (hoping to have some time this weekend to look in more depth), I can see some potential for connections between Mayze and Minerva. We both seem to hate gnolls, so could have possibly met on the way here. Could make for an interesting dynamic, Minerva being somewhat reserved and driven, where Mayze is more boisterous and impulsive.


Male Human Paladin 1

Hey guys. Sorry, didn't realize the discussion was up. I speak Draconic, Mayze!


Male Elf Magus (Bladebound, Hexcrafter) 3 | NG | Init:+5 | HP25/25 | AC:19 T:15 FF:14 CMD:18 | F:+5 R:+7 W:+6| Perc:+9, darkvision | SM: +2| Spells: 1st: 2xRime Frostbite, Color Spray, Open | Active: None
skills:
Intimidate +11 | Acrobatics+5 | Climb+5 | Knowledge (Arcana, Dungeoneering, Planes) +8 | Knowledge (Local, Nature, , Religion)+5 | Spellcraft+10| Stealth +5 | Swim+5

Welcome Sir Drystan. Nazetoz also speaks draconic.

The options for connections for Nazetoz are somewhat limited, but it would be nice if he met someone on the road or something. That way he wouldn't have to convince everyone he isn't evil... Perhaps he could have met Sir Drystan and been scanned and found to not be evil?


Male Human Paladin 1

Three things my character wants:
Headband of Alluring Charisma +2 (4,000)
Saint's Protection Charm (1,500)
Goblet of Quenching (180)

Does anyone know if there's an item that enhances natural attacks besides the Amulet of Mighty Fists? Being natural attack-focused, I need something that makes them better, but in looking for three items I ran across the Orb of the Waybringer, which would replace the Headband as my expensive item...except that it takes up the neck slot, same as my Amulet of Mighty Fists.

Nazetoz, that works for me.


Male Elf Magus (Bladebound, Hexcrafter) 3 | NG | Init:+5 | HP25/25 | AC:19 T:15 FF:14 CMD:18 | F:+5 R:+7 W:+6| Perc:+9, darkvision | SM: +2| Spells: 1st: 2xRime Frostbite, Color Spray, Open | Active: None
skills:
Intimidate +11 | Acrobatics+5 | Climb+5 | Knowledge (Arcana, Dungeoneering, Planes) +8 | Knowledge (Local, Nature, , Religion)+5 | Spellcraft+10| Stealth +5 | Swim+5

There is the bodywrap of mighty strikes, though that can only enchant a number of attacks equal to your iteratives. There is also magic fang/greater magic fang/permanency, though that could be costly in the face of dispel magic. Mayze can at least learn the spells. The best option is probably to either ask for one of the the items to be moved to a different slot (it's written that it's possible in the rules, but not if it costs anything) or to simply combine the items. By combining them the Amulet of Mighty Fists would cost normal, but the Orb of the Waybringer part would cost 50% more.

@Mayze: Where are the stats for your eidolon? On second look, it seems like you haven't listed most of the crunch (crunch and class abilities). Are you keeping it concealed from us as a surprise?

We have no one particularly good at healing in the party. Do we have enough healing wands?

@Grayson Waylander: You might want to consider using a rapier with effortless lace instead of a kukri offhand. It'll benefit from all your various class abilities(weapon focus, improved critical, weapon training etc) and still count as a light weapon.


Male Human Paladin 1

Nazetoz, yes, changing the slot for one of them would be ideal. GM, what say you? Perhaps Bracers of Mighty Fists? Gloves of Mighty Fists? Orb of the Waybringer Helmet?

Mayze wrote:

Sorry for the late response.

Just to make sure, the halfdragon template I found on the PFSRD said a level adjustment of 2. Saw reference to them being 3 in 3.5 and wasn't sure if we were doing that instead? Also, looks like their breath weapon is based off of racial hit dice, so even being a half dragon I didn't end up with a breath weapon.

Just noticed this. They kinda have to, for "immunity to energy of the same type as its breath weapon" to function. Here James Jacobs says they get one, it's just 1d6. That jives with Hero Lab, which gave me a 1d6 breath weapon.


The White Death | LG Female Human Monk (Zen Archer, Qinggong ) 5 // Inquisitor 5 | Init:+13 | HP: 50/57 | AC:21 T:21 FF:18 CMD:28 | F:+8 R:+8 W:+11 | Perc:+14 SM:+16 | Ki Pool: 3/7, Judgement:1/2, Bane:3/5, Determination:2/2, Perfect Strike:4/6 | Active: Judgement(Destruction)

So is this the party, man we are a motley bunch. Mayze I definitely could see potential in connections because not only do we hate gnolls but you are a strong female. What is your connection to gnolls I don't see your hatred in your background unless I am missing something.

Hey GM, are we playing the achievement feats because the knoll killer one would be a definite pursuit of Minerva's.


Male Elf Magus (Bladebound, Hexcrafter) 3 | NG | Init:+5 | HP25/25 | AC:19 T:15 FF:14 CMD:18 | F:+5 R:+7 W:+6| Perc:+9, darkvision | SM: +2| Spells: 1st: 2xRime Frostbite, Color Spray, Open | Active: None
skills:
Intimidate +11 | Acrobatics+5 | Climb+5 | Knowledge (Arcana, Dungeoneering, Planes) +8 | Knowledge (Local, Nature, , Religion)+5 | Spellcraft+10| Stealth +5 | Swim+5

Do you speak draconic though? If she refuses to speak anything but draconic that could be a difficult friendship. We might be allowed to reassign languages and/or skill points though.

@GM Wolf: Any chance you would allow background skills? It's always hard to find the skill points for the less adventuring-focused skills otherwise.


The White Death | LG Female Human Monk (Zen Archer, Qinggong ) 5 // Inquisitor 5 | Init:+13 | HP: 50/57 | AC:21 T:21 FF:18 CMD:28 | F:+8 R:+8 W:+11 | Perc:+14 SM:+16 | Ki Pool: 3/7, Judgement:1/2, Bane:3/5, Determination:2/2, Perfect Strike:4/6 | Active: Judgement(Destruction)

I agree whole heartedly with Nazetoz, I am currently looking at spending the other skill points I have and the idea of sinking them on anything that isn't adventure critical is tough to swallow. For example, I would love to have profession fletcher and the craft skill because as someone who has spent day and night with the bow I should be able to craft arrow, but thats so many skill points.


The White Death | LG Female Human Monk (Zen Archer, Qinggong ) 5 // Inquisitor 5 | Init:+13 | HP: 50/57 | AC:21 T:21 FF:18 CMD:28 | F:+8 R:+8 W:+11 | Perc:+14 SM:+16 | Ki Pool: 3/7, Judgement:1/2, Bane:3/5, Determination:2/2, Perfect Strike:4/6 | Active: Judgement(Destruction)

I funny enough actually do speak draconic, it is almost always the first extra language I pick because I picked it when I first started playing and so its a favorite of mine. I can communicate with Mayze so no worries there.


Anyone there?


Male Elf Magus (Bladebound, Hexcrafter) 3 | NG | Init:+5 | HP25/25 | AC:19 T:15 FF:14 CMD:18 | F:+5 R:+7 W:+6| Perc:+9, darkvision | SM: +2| Spells: 1st: 2xRime Frostbite, Color Spray, Open | Active: None
skills:
Intimidate +11 | Acrobatics+5 | Climb+5 | Knowledge (Arcana, Dungeoneering, Planes) +8 | Knowledge (Local, Nature, , Religion)+5 | Spellcraft+10| Stealth +5 | Swim+5

I'm used to having the GM describe where we start off and our immediate surroundings, not just an overview of the place and why we are here. I guess this way gives us more freedom to describe those things for ourselves though.


Gloves of Mighty Fists works for me.

Achievement feats I like... let me know which one you are aiming to do first. You get to select one and aim to finish it. Once finished you start on a new one. ;P

What do you mean by background skills?

Yes, many... many of the buildings are deserted, abandoned, and easily made into what you may need.

It would be easiest if you could all come in together but it is not needed. You will all be thrown together for the first mission once at the city.


HP: 33/33 _ AC: 18_ T: 13 _FF: 15_ Perception +5_ Lowlight _ Sense Motive +9 _ Diplomacy +10 _ Init: +2_Fort: +5_Ref: +3_Will: +7_CMB: +6_CMD: 18_Speed: 30
Skills:
Acrobatics +6_Bluff +4 _ Climb +6 _ Escape Artist +5 _ Handle Animal +10 _ Heal +8 _ Intimidate +8 _ K +7 _ Linguistics +4 _ Ride +10 _ Spellcraft +7 _ Stealth +9 _ Survival +7 _ Swim +6 _ Use Magic Device +10

Well it looks like Naz and Drystan are coming in together. I think it best to be coming into the valley surrounding Kelmanare. On the note it explains your travels up to a dead tree like a hand jutting out of the ground, then a cathedral of Saranrae, then the town of Kelmanare.

You will need to explain how you are traveling...
On a caravan, then as customers, guards, or protection for something special and what is that?
By yourself, anyone else, on foot, by animal, or spell?
Or some other situation?

One such situation is with Jelissa M'Barra, she now runs a supply route from the coast to Kelmanare. She is always looking for fellow horse lovers, a bueatiful face at her side (cha 18 or higher), and protection from desert threats, namely gnolls. She also lets know to any protection she gets will need to hunt down and kill any gnoll that ambushes the caravan.


Ok so Minerva will definitely begin pursuing the gnoll killer achievement.

GM background skills is a system in pathfinder that splits all skills into either adventuring skills or background skills. With this system you spend your normal skills as always however you wish, in addition to those skills you get two background skill ranks every level but they have to go into background skills. This allows characters to spend a few skill points into skills like profession or craft that normally would never happen due to the games focus on adventure critical skills. I a, strongly for including this system and gaining those background skills because it helps flesh out characters. Any other players have a vote please let me know.


The White Death | LG Female Human Monk (Zen Archer, Qinggong ) 5 // Inquisitor 5 | Init:+13 | HP: 50/57 | AC:21 T:21 FF:18 CMD:28 | F:+8 R:+8 W:+11 | Perc:+14 SM:+16 | Ki Pool: 3/7, Judgement:1/2, Bane:3/5, Determination:2/2, Perfect Strike:4/6 | Active: Judgement(Destruction)

Mayze, you and I could be traveling with Jelissa as gnoll protection in the caravan if you wish. It would make thematic sense.


I will allow background skills but only at one per level, you all will start with 5 skill points for appraise, craft, profession, perform, etc.

****Before looking at story feats, pick a background that fits your character from this link: http://paizo.com/pathfinderRPG/prd/ultimateCampaign/characterBackground/bac kgroundGenerator.html#adolescence-and-training

Achievement feats are basically the same as story feats; check out a whole slew of examples.

because a story feat represents both your motivation and character development, the GM should make an effort to incorporate elements related to the feat into the ongoing campaign. These can be direct elements, like the appearance of a villain or hated creature, or indirect elements, such as rumors of the fate of a lost relative or NPCs who are impressed by a PC's artistic endeavors. So think about what you need to your background... nudge nudge.

You could start towards getting a skill focus achievement such as:


I was looking at the achievement feats in the players guide, one such is about killings gnolls. It's called all gnolls must die and you have to deliver 20 killing blows.


Alaric give me a link please. I know what you are talking about I just can't find it.


This should get you there, and it is located towards the bottom.

Players Guide


Male Elf Magus (Bladebound, Hexcrafter) 3 | NG | Init:+5 | HP25/25 | AC:19 T:15 FF:14 CMD:18 | F:+5 R:+7 W:+6| Perc:+9, darkvision | SM: +2| Spells: 1st: 2xRime Frostbite, Color Spray, Open | Active: None
skills:
Intimidate +11 | Acrobatics+5 | Climb+5 | Knowledge (Arcana, Dungeoneering, Planes) +8 | Knowledge (Local, Nature, , Religion)+5 | Spellcraft+10| Stealth +5 | Swim+5

I'm interested in taking the wild magic feats, though I probably won't find room before 9th level. I'm curious what exactly chaos bursts and cataclysmic versions mean though. My understanding is that cataclysmic versions of spells could as often result in tpk as actually help the party. What's your take on it?


The White Death | LG Female Human Monk (Zen Archer, Qinggong ) 5 // Inquisitor 5 | Init:+13 | HP: 50/57 | AC:21 T:21 FF:18 CMD:28 | F:+8 R:+8 W:+11 | Perc:+14 SM:+16 | Ki Pool: 3/7, Judgement:1/2, Bane:3/5, Determination:2/2, Perfect Strike:4/6 | Active: Judgement(Destruction)

Elite Fighting force monk makes the most sense for my character however I do not wish to select the trait provided. If my gameplay post was not clear I am riding in Jelissa's caravan.


The Grey Man | Male | Init:+12 | HP:40/40 | AC:21 T:17 FF:15 AoO:+4 to AC | CMD:18 | CMB:+4 | F:+3 R:+8 W:+2 | Perc: +10 Human 4 Gesalt Unchained Rogue/Swashbuckler (Inspired Blade)

Sorry, I missed these post somehow...I saw no updates from my side of things...my fault
anyhow
what adjustments do I need to make to the character
I saw an additional trait
plus we are using background skills at half (1/level)
what about the magical items we suggested?
I am backed up and will adjust right away...
thanks for having me


The magical items we suggested are just loot ideas for the Gm to include you only start with what you originally listed.


Male Elf Magus (Bladebound, Hexcrafter) 3 | NG | Init:+5 | HP25/25 | AC:19 T:15 FF:14 CMD:18 | F:+5 R:+7 W:+6| Perc:+9, darkvision | SM: +2| Spells: 1st: 2xRime Frostbite, Color Spray, Open | Active: None
skills:
Intimidate +11 | Acrobatics+5 | Climb+5 | Knowledge (Arcana, Dungeoneering, Planes) +8 | Knowledge (Local, Nature, , Religion)+5 | Spellcraft+10| Stealth +5 | Swim+5

We are supposed to list three magic items that we want for our characters costing 5000, 1500 and 500 gp, however we can also rearrange the costs as we see fit.

We all need the following:
1) A third trait
2) Add 1/level background skills
3) A list of magic items we want
4) I think we are supposed to pick a background that fit our character from the link GM Wolf provided, though I'm not sure
5) An explanation of where you are traveling and why.
6) Put your stats under your avatar (as per the GM's profile), you want your vital stats and at least Perception, Sense Motive and Diplomacy there.

@GM Wolf: I'm not familiar with the events of book 1. What do we currently know about the area and mission? I assumed my character answered a call for adventurers/help to come. Does that make sense? Where would he have to travel/who would he meet for such a thing?

@Grayson: Did you see my rapier + effortless lace suggestion. It seems like our characters have quite a bit of overlap skill-wise. Do you want to do anything specific to handle that? Feats like stealth synergy would be awesome and cool to pick up, sadly I don't have much room for such things for a while...


Female Human (halfdragon) Sorcerer/Summoner 3|Init: +8; darkvision 60', low-light, Perception: +1| HP: 35/35; AC: 19; Tch: 15; Flt: 14; CMD: 23|Fort: +5; Refl: +5; Will: +4|
Minerva Vaeros the White Death wrote:
Mayze, you and I could be traveling with Jelissa as gnoll protection in the caravan if you wish. It would make thematic sense.

That sounds marvelous.

Was waiting for an answer on a couple questions before I did my eidolon, and now I have them. She, Quill, is a fairly good sized (medium) white lizard...looking very much like something that does not belong in the desert. Right now she's a fairly simple beast, but she'll get larger and larger, with me riding her into battle one day. Being something of an awkward child, I didn't have many friends growing up. Everyone else was either too poor to be allowed anywhere near me, or two haughty for me to bother with. So I made my own. At first no one else could see her, but eventually I was amble to manifest my imagination, and that's when our fun really began.

Going with the following background from the link...and thinking I had an aunt who traveled often, but when she was around she gave the other children a good scolding when they were too harsh in their picking. I'm not sure just precisely what ever happened to her, as she wasn't well liked by much of the family either, and no one bothered explaining why she stopped coming by to me.

Saved by Another: Someone or something saved you from great danger. It might have been a family member who saved you from a precipitous fall or adventurers who saved you from a marauding monster. Your sense of gratitude fostered a strong sense of protectiveness, particularly when defending your allies or your eidolon. You gain access to the Dedicated Defender combat trait.

As for my hatred of gnolls...since coming to Katapesh I've been tricked into slavery a few times, and the worst captors have always been gnolls. They're also terribly fun to fight, yipping and giggling the entire time...well, least till they start screaming and begging for mercy.


Male Elf Magus (Bladebound, Hexcrafter) 3 | NG | Init:+5 | HP25/25 | AC:19 T:15 FF:14 CMD:18 | F:+5 R:+7 W:+6| Perc:+9, darkvision | SM: +2| Spells: 1st: 2xRime Frostbite, Color Spray, Open | Active: None
skills:
Intimidate +11 | Acrobatics+5 | Climb+5 | Knowledge (Arcana, Dungeoneering, Planes) +8 | Knowledge (Local, Nature, , Religion)+5 | Spellcraft+10| Stealth +5 | Swim+5

Have you seen the undersized mount feat? That would let you ride your eidolon right from the start. I use that for my PFS mounted summmoner, she's a fun character.


Male Human Paladin 1

Here's my finalized list of items:

Orb of the Waybringer (3,900)
Saint's Protection Charm (1,500)
Goblet of Quenching (180)


Female Human (halfdragon) Sorcerer/Summoner 3|Init: +8; darkvision 60', low-light, Perception: +1| HP: 35/35; AC: 19; Tch: 15; Flt: 14; CMD: 23|Fort: +5; Refl: +5; Will: +4|
Nazetoz Da'Zhar wrote:
Have you seen the undersized mount feat? That would let you ride your eidolon right from the start. I use that for my PFS mounted summmoner, she's a fun character.

Huh, that is a new one to me. I've already got it in my head that the eidolon is more like a puppy companion at the moment, so I think I will wait till she gets large to do the riding...But I've been wanting to do a pair of goblinoids, one riding the other, since probably before third edition...and this would be absolutely perfect for that, thank you!


HP: 33/33 _ AC: 18_ T: 13 _FF: 15_ Perception +5_ Lowlight _ Sense Motive +9 _ Diplomacy +10 _ Init: +2_Fort: +5_Ref: +3_Will: +7_CMB: +6_CMD: 18_Speed: 30
Skills:
Acrobatics +6_Bluff +4 _ Climb +6 _ Escape Artist +5 _ Handle Animal +10 _ Heal +8 _ Intimidate +8 _ K +7 _ Linguistics +4 _ Ride +10 _ Spellcraft +7 _ Stealth +9 _ Survival +7 _ Swim +6 _ Use Magic Device +10

I am waiting for Grayson and Mayze to act before I post my actions.


Nazetoz Da'Zhar wrote:

We are supposed to list three magic items that we want for our characters costing 5000, 1500 and 500 gp, however we can also rearrange the costs as we see fit.

We all need the following:
1) A third trait
2) Add 1/level background skills
3) A list of magic items we want
4) I think we are supposed to pick a background that fit our character from the link GM Wolf provided, though I'm not sure
5) An explanation of where you are traveling and why.
6) Put your stats under your avatar (as per the GM's profile), you want your vital stats and at least Perception, Sense Motive and Diplomacy there.

@GM Wolf: I'm not familiar with the events of book 1. What do we currently know about the area and mission? I assumed my character answered a call for adventurers/help to come. Does that make sense? Where would he have to travel/who would he meet for such a thing?

@Grayson: Did you see my rapier + effortless lace suggestion. It seems like our characters have quite a bit of overlap skill-wise. Do you want to do anything specific to handle that? Feats like stealth synergy would be awesome and cool to pick up, sadly I don't have much room for such things for a while...

Correct Nazetoz. You know what was posted in the gameplay thread. Any more would require skill checks. Yes it would make sense that you are answering a call for help and or adventurers. Getting onto one of the caravans would be most ideal as it appears you all are now on the same caravan.


Why is Nazeroz not a Kensai if you don't mind me asking. It seems like it would be an improvement especially if you plan on not wearing armor.


Male Elf Magus (Bladebound, Hexcrafter) 3 | NG | Init:+5 | HP25/25 | AC:19 T:15 FF:14 CMD:18 | F:+5 R:+7 W:+6| Perc:+9, darkvision | SM: +2| Spells: 1st: 2xRime Frostbite, Color Spray, Open | Active: None
skills:
Intimidate +11 | Acrobatics+5 | Climb+5 | Knowledge (Arcana, Dungeoneering, Planes) +8 | Knowledge (Local, Nature, , Religion)+5 | Spellcraft+10| Stealth +5 | Swim+5

Huh? He is a Kensai. It's listed on the sheet. I guess I can update the tagline to include it though.


Excuse me for my blindness, I missed it sorry.


The White Death | LG Female Human Monk (Zen Archer, Qinggong ) 5 // Inquisitor 5 | Init:+13 | HP: 50/57 | AC:21 T:21 FF:18 CMD:28 | F:+8 R:+8 W:+11 | Perc:+14 SM:+16 | Ki Pool: 3/7, Judgement:1/2, Bane:3/5, Determination:2/2, Perfect Strike:4/6 | Active: Judgement(Destruction)

GM I am considering changing around my character a bit and wanted your opinion on my plan as well as whether you will allow it. I first wish to change my domain to the animal feather domain as it gives me an animal companion which I really want. I also wish to add the preacher archetype because it makes sense for flavor and switches out teamwork feats which for a ranged archer are not the best for a good ability a few times per day. Now back to the companion, I am planning on taking boon companion for my 5th level feat to bring it up to full power and was wondering about choices. My mind instantly went to Roc because it just makes perfect sense to me. A desert campaign with a flying mount would be extremely cool. Some GM's do not allow the Roc to be selected. Would these changes be ok to you?

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