Night of the Werewolf (Inactive)

Game Master Kinetic_cards


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Male Human Wizard 9 (Teleport) Perception +8

I wasn't, as I assumed Caromarc had been wearing his for years.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Just to make sure I understand... "temporary for 24 hrs" means they don't add to stuff like skill points, feat pre-reqs, etc...

But, after 24 hrs... they do, as if the attribute was actually higher?


Sandru wrote:

Just to make sure I understand... "temporary for 24 hrs" means they don't add to stuff like skill points, feat pre-reqs, etc...

But, after 24 hrs... they do, as if the attribute was actually higher?

Exactly right. Although, that is mostly relevant to casters, for bonus spell purposes. Not relevant to any of us already wearing them – we have been wearing them for plenty of time already.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

OK, guys... Sandru.

Go Rogue (d8, 1 feat, +0 BAB, +0 Save, 7 skill points, 1 HP, +1d6 sneak)
or Fighter (d10, 2 feats, +1 BAB, +1 Fort Save, 1 skill point)


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

@Quinn - You don't get to melee flurry, anyway. Might be better off with a magical monk weapon. Shock Baton (SWAT, riot control), like an escrima stick or tonfa (club +1, 1d6) with electric +1d6.

Do you get any maneuver training? Or you can just pluck away, you've got precise shot so... you can give ranged support.

Goggles of Night, so you're not screwed by Darkness?


Actually, a Monk robe would turn Quinn's 1d8 damage into 2d6. an average of 2.5 extra damage. In addition to 2 extra AC. I think it is definitely worth It. I'd donate 5500 for you to buy that thing if you want it, Quinn.

Barbarian, for Uncanny Dodge and Rage Power? But if it's just fighter or Rogue, Fighter. BAB 6 is good to have.

Of course, up to you.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

I think the robe only gives 1 step (by design). He goes from 6 to 11.

Fighter 2 attacks, yes... So, what do we need more? I can RP either.

Keen Cutlass +1 would be smashing! 15-20/x2


Sandru wrote:

I think the robe only gives 1 step (by design). He goes from 6 to 11.

Fighter 2 attacks, yes... So, what do we need more? I can RP either.

Keen Cutlass +1 would be smashing! 15-20/x2

7 to 12. We leveled.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6
Sandru wrote:
@Quinn - ...or tonfa (club +1, 1d6) with electric +1d6...

Tonfa, maybe add +1 Deflection AC for 2000gp. Only, when actively using the Tonfa as a weapon.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6
Nameless, child of Original wrote:
7 to 12. We leveled.

He cheesed and took a level of Wizard! He's only 6th level Monk. I razz him because he's my bud in RL.


+1 Keen Rapier sounds good. You do love your crits.

Also: D'oh! on the cheesy multiclassing.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Although 1 skill point kills me, I think I need to go Fighter... and TANK! I am the Brute, after all. +1 Keen Cutlass, trade in current +1 Cutlass).

Unbreakable: 1d10 ⇒ 7, added 10 HP with CON means, HP 79.

Skill: +1 Acrobatics, giving time to RP language acquisition.

BAB: 2 attacks, now.

Saves: +1 Fort (+10 total), and +1 Will vs, Mind Affecting (unbreakable)

Feats: Opening Volley & Power Attack

@Network, would like to swap +1 Cutlass & Rapiers if they are magical for +1 Keen Cutlass if Sabina has one available. Maybe a side quest to pick it up someplace else (later) if she doesn't. I don't expect her to have everything.

Nothing really drops any equipment/treasure so far (hell hounds, sandmen, swarms, zombies, scarecrow, policeman, etc...). Well, except Darious. And, the Dragon himself. Hope I didn't screw up plans by going Captain Caveman on him.


DM

Sabina is not taking those rapiers! They've been through a dragon's mouth. At this point, they're just scrap metal.

She can provide you with a +1 Keen Cutlass though. But you bring up a good point. Maybe if anyone ends up wanting something very exotic, she'd have to order materials or delay the request a small bit while she hunts things down.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Yes, was thinking she might need us to bring materials to her... from someone in her network. Across town, in some building or hidy-hole.

Just a possibility for more hooks.


DM

Gas mask -

(Plague mask in UE): +4 vs. disease, 27,000 gp (13,500 crafted)

(created wondrous item, based on Plague Mask) +2 vs. disease, 16,000 gp + Remove Disease (8,000 gp crafted)


Male Human Wizard 9 (Teleport) Perception +8

HP roll for Caromarc = 1d6 ⇒ 2
HP roll for Manservant = 1d8 ⇒ 4


Male Human Wizard 9 (Teleport) Perception +8
Sandru wrote:


@Caromarc - The (I'm making assumptions, but) 500/4hrs is the 1000/8hrs? You get 2 hours while adventuring. Just need to have the tools/materials, no dedicated time, you are assumed to do it throughout the day while taking care of other things.

At any time, you can bump the Spellcraft DC by +5, and double your output.

If you want to "dedicate" time, it can be dedicated @ 4hr intervals.

If you have a Ring of Sustenance, you can get extra output during the night. But, I think it takes a week to attune itself to you. Sandru has one.

There is an Arcane Discovery, Arcane Builder? Which gives 25% extra output for one Item Creation feat.

Hmmm. I'm not the only one who can craft items, either, as I recall.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Nameless/Sireene can too. I'm not putting anyone to work! Just saying we can have a nice stream of production, "if" those who could craft... would.

Whether they craft for their own benefit or others' that's up to them... If for others, I'd suggest charging 66-80% of the list price. And save come money to make yourself something nice.

Just ideas.

There are plenty of small utility items that can help... necklace of fireballs comes to mind :). Lil' grenades. If Quinn, Sandru or even MM had a couple... could help vs. swarms, help create confusion, cover our escape... maybe a smoke something, flashbang, goggles of night.

We can tinker with how many uses a day or the strength of a thing for keeping the cost and crafting time low. And, who can use it... Monk Only, etc...

Even +5 to Acrobatics could help, spider climb... whatever. Get jiggy with it.

If someone took cooperative/collaborative casting, could double another person's output... so with the +5 to DC, 4,000gp per day. It doesn't increase total gp output, but you can make more powerful things faster.


La Siréene would be more than willing to help craft items for others. All you have to do is give her a commission - she has already declared her ability and willingness to the group.

She'd also love a crafting collaboration. Very friendly, my character.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Cooperative Crafting is a Feat. :)

Cooperative Crafting

Your assistance makes item crafting far more efficient.

Prerequisites: 1 rank in any Craft skill, any item creation feat.

Benefit: You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.


DM

I'm supportive of ideas to speed up crafting. The length of the overall campaign is "one long dark night", so I gauge the passage of time roughly like when you rest and stuff, but otherwise, you're in a dark dream where time is a bit...negotiable. Whatever can be done to speed production and get cool items for you to use sooner, so you can use them more, is a good idea.


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

So... I'll go ahead and admit that I'm largely new to this level - any suggestions on gear to complement my general striker/investigator approach?


DM

I was wondering...I could use a week off to recharge my energy for the game and begin chapter 2 with a fresh mind. Would anyone mind if we took one week off? I figured since Ianez is going to be away anyway and I'm a little depleted, maybe we could take a short break and then have a date where we start up again, if that's okay with everyone.

Not to worry, I have copious notes and story plot for the road ahead. This would just recharge my batteries for the parts that are improv.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

We've been keeping you busy! Sounds good, give everyone a chance to level up, too.


DM

Yeah, if this is fine then what we'll do is a little more wrap-up with Caromarc, Sabina, etc., and then we can take a short break.


Hey - you have truly done a terrific job. By all means, take a rest.

Speaking of breaks, I might need one September 7th through 9nth. My Grandmother on my mother’s side died as the result of a car accident recently, and those dates are the burial and burial related stuff. I am not sure I am going to need those days off from the game. - This game is fun and might help me deal with it - but i might be a bit emotionally spent those days, so I am posting this as fair warning.


DM

Sorry to hear about your loss. Take care.


Male Human Wizard 9 (Teleport) Perception +8

@Sandru: Don't want to spend *another* feat on crafting!
@Network: loving the game, but if you need a week's break, that's fine.

Caromarc won't take a comission. If he made money crafting he'd be in trade. The shame! He'll take suggestions, but only charge cost (so as not to leave you indebted). Crafting is a combination of art and research though, which means you're likely to end up with something not-quite-what-you-asked-for.

Suggestion for time acceleration:
Normally items take days to make, but last lifetimes. Perhaps crafters can jury rig things together that last maybe a week (without further work to finish bedding things down). This might be especially easy when building things out of other things (recycling things we've found or salvaged) or overclocking (making an already magical item more magical).

Further suggestion for items: If possible maybe we should try for more steampunkish magical items?


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

I am (obviously) fine with you taking a break, DM Network. It's been way cool so far.

Re steampunkish magical items, maybe something exoskeletal in place of a Belt of Strength, and goggles are obvious.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Are we near a defunct factory (toy factory)?

Had this crazy idea of Caromarc inputing specifications, us cranking it up and producing our own "swarm" of tiny construct spiders (Lassiter, was that the movie?).

Hey! I said gas mask, didn't I? :) I'm thinking the kinky latex black S&M kind in keeping with the steam-punk look. It's Sabina's fault!

For Sandru - In the direction of Trinity (Matrix/roof/helicopter - download), or Dark City (injection) of memories/skills.

Maybe something to boost a particular skill, or imbue a feat - make it a class skill, or give +5, whatever... Maybe piloting a vehicle, working a computer (if there are any), Improved Unarmed Strike if we have to go somewhere unarmed, etc...

Could be an interface, chip or injection into one of the ports depicted in the art.


Male Human Wizard 9 (Teleport) Perception +8

@Ianez: Exoskeletons (and bow ties) are cool. :)

@Sandru: you did say Gas mask, and it is a great idea :)


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

I was ribbing about having mentioned gas masks! Construct swarm, I'm loving! Stealth, darkvision, spider climb, no mind effects...


Male Human Wizard 9 (Teleport) Perception +8
Gaston Blackacre wrote:
So... I'll go ahead and admit that I'm largely new to this level - any suggestions on gear to complement my general striker/investigator approach?

Bane Baldric in UE is 10K. +5 to lvl when bane-ing

Googles of Night are 12K. Darkvision 60ft.


Male Human Wizard 9 (Teleport) Perception +8

I put a shopping list google doc spreadsheet up here. Do people want to write the things they're looking for on it?


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

@Sandru, not Lassiter. It was Runaway, with Gene Simmons furiously chewing scenery as the villain.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

OMG. Was away from a computer for two days and had over 41 posts.
So much went on. I will try to put in my two cents worth through out the week.

Network:
time off is expected. Lets say we should all resume after the Labor Day weekend. Start back up on the Tuesday right after.

As for Improved Natural Attack, was just asking. Months ago their was no restrictions. Looks like Monks got buffed with regards to this feat.

Monks Robe... if it can be crafted then I might be game. I wanted to get Bane against Undead on my +1 composite bow. Will help with dps.

Hassan...go Fighter. Nuff said.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

@Ianez - Simmons, yes. That one.


Can we really craft Monks Robe? It requires either righteous might (5th level) or Transformation (6th level)?


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

If no melee flurry, not sure of effectiveness.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

If we can't craft Monk's Robes then that is ok wih me. Monk's Robe was not my 1st choice of magic item. That would of offer and extra +1 to AC and 2d6 to unarmed combat. Quinns role in combat is long range damage with high wisdom. He will try to avoid melee but he has the option to attack with his bow as a melee weapon. Zen Archer don't get the penaties when attacking melee with their chosen weapon. Anyway, I don't want to take Sandu tanking job. ;-) Thank you all for trying to chip in to help me get the Robes but I think we can do without and get other cheaper or better items that can duplicate the same results.

My real 1st choice was to upgrade my bow. Either get a Bane enchantment against Undead or Outsiders or get an elemental (fire, ice or lightning) enchantment added to the bow. From previous post I think it will take a couple of days to create. Not sure how Network would like to do this.

Another magic item that is relatively inexpensive is adding Mage Armor to my holy symbol of Erastil. Either make it a permanent or 3 uses per day. I can leave that up to the item creators.

Also, being that we are 7th level, we get a character feat. Quinn automatically gets Weapon Specialization and a bonus feat at 6th level Monk. Picking Improved Precise Shot as bonus feat. (Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.) This would of helped me out with the dragon in darkness.

As for the char feat I am picking Deadly Aim or Disrupting Shot. Sacrifice a +1 to hit to get +2 to damage or have a shot disrupt spell users(+4 to their DC checks). Hard to choose. Maybe one of you guys can help.


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

If we're looking at fighting sorcerers, Disrupting Shot is probably the way to go.


Ah, well then, that my character should be capable of crafting - she already has custom item of permanent Mage Armor, Olivia's Heart. DC 11, after +5 for lacking the Mage Armor prerequisite and +5 for a hasty job, so no problem there. It would take one regular-length session - 8 hours.

In that case, I am just going to buy a Silent Metamagic Rod(Lesser) and save the rest of La Siréne's share as credit, to buy materials for some home-crafted item of her own later on.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

We had a surplus from the dwarf money. Anyone know how much?


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20
Sandru wrote:
If no melee flurry, not sure of effectiveness.

Monk's Robes was a standard magic item create prior to the creation of the archtypes. I would suspect the robes to work with any archtype or the robes can be modified to that class. It would be pointless to take an archtype class if some of the cool items are only for core classes. Robes will be of no use for my character cause Sandu is the MT.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Just give me some cover fire and a buff here and there.

"Wait'll they get a load o' me!"


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Sandu, what's your AC during combat? Maybe we should worry about buffing you up so you can maintain agro.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Someone was talking about Boots of Speed. Hard to review recent posts when working. Can this be crafted?

I started to drool at the +30 ft speed. OMG... speed of 80 for Quinn...oh my. Can't forget about the advantage to jump. Wonder if this item would give an extra attack for Flurry of Arrows... 4 shots...maybe 5 shots using Ki Focus. I think Quin would run out of arrows. Robes goes in the trash.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Next level Hit Die roll: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10 (+2 from Con, +1 from favored class)


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***
Sandru wrote:
@Ianez - Simmons, yes. That one.

It's been a while since I saw that, but thinking back on it I remember Gene Simmons as looking like Evil Billy Crystal.


Male Human Wizard 9 (Teleport) Perception +8

Okay, playing around with ideas here. Would like to get feedback.

Caromarc replaces the scythe blade with a serrated dragon canine (scythe->+1 scythe)

Caromarc reinforces the manservant's chassis, patching on external load bearing struts of dragon bone and dragon sinew (belt of strength) and wrapping them on with wire from the dragon and silk for Madame (chain shirt). Motive power is replaced with dragon flight muscles immersed in alchemical liquids and zapped with galvanic forces.

Manservant's spine is replaced with the rod from the dragon.

The thread is used as a material component.

Salvages a makeshift alchemist's kit (or two if Hareton wants one) from the internals of the dragon and the pockets of his vest.
Buys some (thieves) tools from madame

Sandru's cutlass gets merged with shards of broken but magically hardened glass, broken to have the razor sharp edge that only crystals can have (add keen) DC 20 to enchant
"watch out - those shards will eventually chip and dull"

Quinn's Baneing of his bow is actually trivial for Caromarc - completely up his alley. Not sure how to make it steampunk though.

Quinn's boots of speed are "a bit of an embarassment actually. I'm running a network of wires around you, and linking it to a small homonculus I designed. By telepathically communicating with the homonculus it will run galvanic force through the wires, triggering muscular spasms faster than your nerves can conduct! It will dramatically increase your reflexive speed! I would caution you against overuse though - there is the potential to set up a feedback loop with the homonculus, and the result would be that you'd electrify yourself and enter a convulsive state where your muscles spasmed so hard you broke your own bones. This is actually a design Sandru's creator and I talked about many times - he always felt it was irresponsibly dangerous to the subject's health, but I think I've worked out the worst of the issues."

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