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Recruitment Play-by-Post Play-by-Post Discussion
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PaizoCon 2014!

Night Upon the Realms [Heroes Faction] (Inactive)

Game Master Matt, Garnished Game Designer



DISCUSSION PAGE


Male Varisian Sorcerer 10

Ah, good to have a thread of our own.


Female Elf Preacher 10

I've redone my skill points abit, becoming abit more focused in things.


Male Elven Wizard/10 Teleportation School

Wizard reporting in. I was worried I would miss the start of the game since it was not showing in my home page yet.


Male Human Inquisitor 1 - HP: 10/10, - AC: 18/T: 13/FF: 15 - Init +2, Perception: +6 F: +3/R: +3/W: +4 - CMB: +3 - CMD: 16, Speed: 30ft

Ah, sorry I'm late. Cleric to the rescue!


Male Elven Wizard/10 Teleportation School

4 of our 6 have posted. I will alert the others via the portal.

When does this turn end?

While we can still change our character sheets around, what skills should we have as a group. I have craft alchemy and stonemasonry.

And what does the group think of the Spell Fabricate?

Question for the DM - What can be salvaged from the ships? If I summon water elementals for the first day instead of earth, could we salvage building materials easily from the ships?

Can any of the ships be saved? We have spells like Mending and Make Whole available, as well as water breathing.


Female Elf Preacher 10

I don't have too much in the building up aspects of things. Fabricate seems to be a good idea in my mind at least.

I am thinking of starting to root out spies now. I've got a decent Sense Motive (+22), and I'm worried about that aspect of things. I figure I might start doing that once/day as one of my actions.

Also a question. How will my Ring of Sustenance affect actions, since I only need 2 hours of rest each day? I'd be fine to still limiting to 2 and maybe add a bonus to them since I can devote more time to them?


Male Human Inquisitor 1 - HP: 10/10, - AC: 18/T: 13/FF: 15 - Init +2, Perception: +6 F: +3/R: +3/W: +4 - CMB: +3 - CMD: 16, Speed: 30ft

I have no building capability, and I'm not aware of any divine spells that would help a lot. I'm going to be focusing on scribing scrolls and doing profession rolls for money in my spare time.


Male Elven Wizard/10 Teleportation School

Make whole is divine for sure. If we can recover a damaged ship or two you should be able to help with that spell every day plus your normal actions.


Male Human Inquisitor 1 - HP: 10/10, - AC: 18/T: 13/FF: 15 - Init +2, Perception: +6 F: +3/R: +3/W: +4 - CMB: +3 - CMD: 16, Speed: 30ft

Well yes, I suppose. I can also purify food and drink as the day is long, if we need to drink saltwater or eat anything unsavory.


Male Elven Wizard/10 Teleportation School

Treggor,

Consider the use of the following spells:

3rd Level
Nap Stack - This could gain us another action a day!
Obscure Object - Lasts 8 hours and I could let you use my rod of extend on it...
Stone Shape

4th level
Control Water - great for building a harbor or getting to a sunk ship
Divination
Ride the Waves (If we need to breath water and swim)

5th Level
Commune
Hallow
Scrying
Summon Monster III, IV, and V
Wall of Stone - Also a cleric spell!


Female Elf Preacher 10
Ilithial wrote:

Treggor,

Consider the use of the following spells:

3rd Level
Nap Stack - This could gain us another action a day!
Obscure Object - Lasts 8 hours and I could let you use my rod of extend on it...
Stone Shape

4th level
Control Water - great for building a harbor or getting to a sunk ship
Divination
Ride the Waves (If we need to breath water and swim)

5th Level
Commune
Hallow
Scrying
Summon Monster III, IV, and V
Wall of Stone - Also a cleric spell!

In this phase, those are all 'more useful than me' spells for the most part. Just get creative and have fun with it ;p


Male Human Inquisitor 1 - HP: 10/10, - AC: 18/T: 13/FF: 15 - Init +2, Perception: +6 F: +3/R: +3/W: +4 - CMB: +3 - CMD: 16, Speed: 30ft

I didn't know about nap stack... interesting.
Not sure how obscure object is going to help us this early on.
Stone shape is a very good point. I had forgotten about that.
Yeah, water ones are good but we still don't have a verdict on that.
I figured Commune wasn't going to get us far, and Hallow is kind of expensive to blow this early in the game. Summon monster doesn't last long, and those walls of stone are frankly fragile.

But yes, I see your point. I just meant for now, I want to get some "raise dead" scrolls printed out so we don't die permanently.


Male Elven Wizard/10 Teleportation School

I am hoping we can cast spells to help our side in addition to our regular actions.

We do need a DM ruling on Nap Stack. It's like giving our entire side a ring of sustenance as its a 30' area.

At some point Obscure might be necessary. Since I have detect Scrying on 24/7 maybe I'll get a warning that we are being observed and then we might want to consider it.

Maybe we could even explore with Commune. I agree that we are not likely going to get good intel on the enemy yet. But we should be able to find out about other threats in the area with it.

Wall of stone could build shelters early on. And remember you can make them twice as thick by halving the area. I think you can make 1 5X5 wall that is 20" thick. lol.


Male Human Inquisitor 1 - HP: 10/10, - AC: 18/T: 13/FF: 15 - Init +2, Perception: +6 F: +3/R: +3/W: +4 - CMB: +3 - CMD: 16, Speed: 30ft

A very valid point with wall of stone... I should throw a cast or two of that into my actions I suppose. Haha.

I totally agree on obscure.

Commune I'm still against for now, as it takes expensive material components, and we don't have a ton of spare cash. Especially considering these scrolls cost 6,250 to craft.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

am I in?


Male Elven Wizard/10 Teleportation School

I think so. Were you waiting to hear from the DM? I thought it was a 6 vs 6 game. But I am not sure any more.


Nap Stacks is approved.

I'm not limiting any options to both sides here.

Whoever had already posted under the Recruitment thread is accepted. Thought I had mentioned it previously. It may not be a perfect 6 vs 6.


Male Human Inquisitor 1 - HP: 10/10, - AC: 18/T: 13/FF: 15 - Init +2, Perception: +6 F: +3/R: +3/W: +4 - CMB: +3 - CMD: 16, Speed: 30ft

Nap Stacks would put everyone at two hours of sleep. This raises the same question as the ring of sustenance; one more action, or bonuses to our other two actions, or a mix, or...?

Also, how should I measure/track the results of shape stone and stone wall, etc?

Finally, any ruling on the boats and salvaging (mending/make whole)?


Male Elven Wizard/10 Teleportation School

And does anyone know, or has anyone heard from Jaycen Keenword , who was to play our paladin character? Would be great if he would post his turn today. I fear he may not know we went live.


It grants one action, essentially removing the need for a Rest Action.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Probably someone wanna PM our Saladin because from what I see we are actually needing a frontline melee attacker which is basically only me. Also currently are all the heroes together at the same place? Can we talk to each other for RP? Is there a map too?


Male Elven Wizard/10 Teleportation School

I have tried, and gotten no response.


Male Varisian Sorcerer 10
Lady Aluria Nightingale wrote:
Also currently are all the heroes together at the same place? Can we talk to each other for RP? Is there a map too?

Yeah, we're just off the boat. The "province" we're in shares a name with one of the provinces about which we were told, though the map seems to have disappeared.


Male Elven Wizard/10 Teleportation School

Questions for the DM

1) Can we salvage anything from the ships?

2) Is it possible to salvage entire ships to use later?

3) Did my flying/teleporting help at all with scouting?

4) Are you ok using knowledge religion to motivate/train the troops?

5) Is a Delve action something that we need to do as a team? Could it be accomplished with Divination or Commune spells? You said a full day of work. Is that different than 1 action>

6) We have three units. Does that mean we can take three standard actions to give each unit a permanent 1 Plus 1 to Attack?

7) Under normal crafting, you can only craft for one action per day. Are you saying in this game we could use multiple crafting actions in one 24 hour period?

8) Can we get NPCs with skills like profession General?

9) Do we have any understanding that there are enemy forces we oppose?

General Observation - Man, I wish we had a druid. :)

Questions to the team:

Anyone have military skill?

Can we count on our cleric for a Nap Stack every day?

How do we feed our troops? Hunt? Farm, Fish? Gather? For that understanding can we get a count of how many total people we have?


Male Human Inquisitor 1 - HP: 10/10, - AC: 18/T: 13/FF: 15 - Init +2, Perception: +6 F: +3/R: +3/W: +4 - CMB: +3 - CMD: 16, Speed: 30ft

I'll adjust my spells to prep one nap stack every day, and one "create food and water" every other day (I can make enough food for 15 people for 2 days, but after that it spoils). If anyone has a better idea for provisions, I'd really appreciate it. My 3rd-level spells are squeezed tight. I already mentioned I have purify food & drink, as well as create water if either of those will help.
Which 3rd-level spell would be better to keep prepared at all times? It's between "invisibility purge", "dispel magic", and "magic circle against evil".

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Can't we train some of the soldiers to convert to workers to fish/hunt for food? dedicating them for food rather than combat?


Male Elven Wizard/10 Teleportation School

I am still hoping for some answers to questions before I post my turn 2 actions. Here are a priority list of my top 3 questions.

1) If we can salvage from the ships that should be top priority and I don't want to miss that chance IF its possible.

2) What spells were most effective, so I know what to prep again. Were the elementals more effective for resource gathering, or the Wall of stone. Did flying and teleporting help at all? etc.

3) Also, with 3 units of trained troops, I am wondering what actions they can perform.

Here is my resource gathering roll from Turn 1.

Resources Gathered: 1d10 + 24 ⇒ (4) + 24 = 28


I have answered the questions. I apologize for the late answers.

1) already answered in PM

2) Spells used for such purposes as gathering, building, etc. are being used more of as a contribution to reduce complexity. They will always grant you a bonus and it is up to you to see.

Rule Addendum: Spells can now be cast as part of Actions such as gathering, building, etc and grant a bonus depending on the spell level and purpose of said spell.

That should help a bit.

3) What do you want them to do?


Male Elven Wizard/10 Teleportation School

So, have we lost our Inquisitor? In hind sight, I would like to recommend against solo exploring.


Female Elf Preacher 10

Yea, that kinda turned out pretty bad there. I think if I had went melee inquisitor it would've been abit better.

Also keeping track of that was a mess. I think doing it round by round in a post for each round would probably be better and easier. Just a suggestion for any other fights.


At least we have realized that doing a solo dungeon is not easy.

And yes, being unconscious causes the elemental to lose interest. He's killed the intruder for all he cares.


Male Elven Wizard/10 Teleportation School

Are we on hold for Turn 3, or should we post it?


You may go ahead and post if you wish but I'd prefer if we waited.

University has begun and I'm finding it very hard to manage midterms and Pathfinder at the same time.

I'm also getting a group of new players together IRL and they have high maintenance.

I do not plan on dropping this game, worry not, but the game pace may indeed be slower than originally planned and I will modify things accordingly.

I'm also working on a google doc to keep all the campaign's information together and it should help everyone. The rules for using spells to aid actions and such will also be added.

I apologize for the delay, and hopefully I'll get some free time soon


Male Elven Wizard/10 Teleportation School

No problem here. I just did not want to miss a turn. I have lots of crafting to do. :)


I'm almost done finishing the document for you guys. I'm sorry it's taken so long.

Just a question, does anyone here feel against the use of Google Docs?

It would be a very quick way for each Faction to have a running tally of what they've explored, obtained, defeated, etc.


Female Elf Preacher 10

I am totally fine with google docs (and google drive). I use it quite abit.


Male Elven Wizard/10 Teleportation School

Ditto


Male Varisian Sorcerer 10

No problem whatsoever with googledocs.


Male Elven Wizard/10 Teleportation School

Anything new? I am ready to play...

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