Rise of the Runelords Table 1 (Closed)

Game Master ElegantlyWasted


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Sorry about the break there gang, this was my first week back in class and with work I was swamped! Bit of an update is up and I have plenty more ready.


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

@Asa: Is it obvious that you are dhampir or do we see human or some other race?


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

She does her best to hide it, but you might be able to pick up on it... if she gets wounded and someone tries to heal her using positive energy it will become very apparent.

While she often will keep her elongated canines behind her mouth (hence all the "smiles that are with lips only") she often forgets that normal humans can't see as far as her in the dark or are as resistant to disease. Her ears are a tad too pointy to be human as well, and her obsession with covering her neck with her neckguard before venturing into caves or ruins is telling of someone with an obsession with vampires.

She won't out and out lie about her heritage if called out, but if someone thought her to be half elven or human she won't correct them... in fact, she would do her best to keep that perception going as long as possible.


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)
Asa Norowareta wrote:


She won't out and out lie about her heritage if called out, but if someone thought her to be half elven or human she won't correct them... in fact, she would do her best to keep that perception going as long as possible.

That's the impression I was getting. I'll work with assuming she's half elf in the absence of other evidence. I wanted to say something about looking at the "insert race here" woman with surprise, and realized maybe we didn't know yet.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

Whenw e are done with this encounter send me a link to the creature I think I like to use that against my own tabels.


Sure thing!


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

The Wisp hasn't posted since 9 dec. might not be here anymore


I actually just sent a message to them about that. I'll give them a day to reply, and if not I'll recruit a Skill character.


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Hey folks, I was a player in a game run by the Wisp, and I have been doing some digging to see what happened (including alias walking, which is how I wound up here). There's been no activity since December, as TDK mentioned above, including on various aliases. I think the player is gone. I took over one of the games that (s)he was running and haven't received any responses to PMs, so it's probably fair to say that you'll need a replacement.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

That's to bad, I hope nothing has happened to him/her


Thanks for the update, Jesse!


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

So assuming we need a new multitool skillmonkey - er person... yes, valid person of various skills and abilities.... - are we going to wait for said person to be inducted or are we going to proceed with this encounter while we wait (perhaps with a Wisp-bot 4000 in the interim)?


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

Yeah let's continue, could find this new person locked in a room in the dungeon :p


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

That would be my vote as well, if we are voting.

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

A rogue incapable of excaping his bonds sounds like a great addition. :)

Joking aside, I am for adding someone on the fly.


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

Hey give that possible rogue a break, they are what like level 1? it be too early to expect them to harry houdini in a deathtrap level skilled right?


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

Depends I have a level 1 half elf rogue with +12 in escape artist, that would be harry Houdini like skill compared to most humans, in my oppinion at least.

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

I added a HeroLab pdf of Rast to his profile, mostly to make it easier for me, but feel free if you need GM or others.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Will post IC once I get home from work, should be in a few hours.

Not quite sure what I will do yet... if others have an idea I will follow, ;)


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

GM I've been chatting with my Hell's Rebels group and Shaedeen Valzanar says they were in one of your ROTR games before your illness. S/he'd be willing to join us as the rogue if we're interested.


Oh yeah! I had a Monk in that one. I recall Shaedeen. I could work her in ok.


Also I think I made it clear but we're resolving this scenario before adding another :)


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

Yep, but I wanted to mention the offer before I forgot.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

I'll wait until a few more have had a chance to react to my actions before actually attempting to melt the book.

To give a bit more insight, Asa associates necromancy with undeath, undeath with vampirism, and vampirism with her "progenitor". While it is possible to convince her not to destroy the book, or that all necromancy is evil, she has a definite negative view on it. The fact that the book was bound in (presumably) the flesh of murder victims did not dispose her to want to bring it back in one piece to begin with... this just compounded it.


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

Some insight into Eloisa's thoughts on the book. Eloisa is a wizard, and all her interests lean toward learning. She's disgusted that the book is bound the way it is. However, losing the spells contained before she can copy them would be almost painful. She currently can't afford to copy all the spells in the book if it's all 1st and 2nd level spells. Which makes her extremely torn on keeping the nasty thing until she can and letting the group destroy it now.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Asa would look at Eloisa keeping the book to "copy the spells later" as being suspicious/dangerous at best. That said, she might be convinced that some of the spells within might be useful (especially any necro spells that disrupt the undead). Not sure how many of that subset would translate to being usable by a magus (she didn't bring her spellbook anyway, so she would have to copy from your copy even if they did) but she might be willing to let you "save" those spells. She might even allow you to tear some that you couldn't afford to copy yet out of the book.

All that said, she will very much be insistant on the book not seeing daylight. I will craft a response in a bit and we will see where it goes from there. ;)


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

The Knight doesn't have anything towards what happens with the book, he is not knowledgable about magic so he defers to the two women debating what to happens with the book.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

I have to stay away from spekaing Elven, I can't write/speak in frence. I'll just have to put it through google translate nothing can go wrong with that :p


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

Thats what I had to do as well, if you are a native french speaker i am so very sorry, I speak/write one language and thats bad american, though i can speak a little Korean if you get me drunk enough, but its certainly not proper or always correct.

Do not worry Asa about Calin's hesistance. He will be a bit of stick in the mud for a bit for everyone. He's one of those Business over pleasures, and he just met a good lot of you all :)

He doesnt trust fully the Desnan knight either, but he at least worked with him before and thinks he's works for the good guys, even if he is a bit weird. :)


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

The weird protector of Sandpoint, Murderer of sleeping goblins :p

If people don't mind me using the google translate I can do that when we have to convers in Elven. I have some linquistics but it's mostly denish and english with a very rusty german I haven't used for years. :)


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Hah, that is what I do... the only language I know even parts of beyond English is smatterings of Japanese, and no where near well enough to not embarrass myself. Go nuts.

As for you Calin, I am not worried as such and neither is Asa, but she does appreciate that you might have some code or command that would require you to report to your superiors everything that you learned on this expedition. She just wants it to be on her terms, if at all.


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

I'll have sporadic access this weekend. Bot me as needed.


Female Human (Shoanti) Shaman 1 HP 11/11 AC 13 (touch 11, FF 12) Init +5, Melee +0, ranged +1 Fort +2 Ref +3, Will +5 Perception +4

I know a smattering of French but I don't object to using Google Translate.

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

I just want to be sure I have the layout correctly. If we go back the way we came there is a stairway heading down and there is still a second branch from the first room?


No, you explored both paths. One was where you found the book and the organs, the other lead down to where you are now.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

So Asa intends to go back to town and report what everyone found. She is a bit worried about what Calin plans on doing, but not excessively so (she had been thinking about moving on again soon anyway, after all). That said, she would probably want to see the statue destroyed and the remains (both the boy's and the murder victims) buried... and possibly the cave entrances (from the house and from the water) sealed as best as possible.

On a side note, now that we are going back to town are we going to reach out to replace Wisp? And if so with what? Rogue was thrown out as a likely candidate early, but I could see an investigator, bard or some such similar class taking up the torch.


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

worried about Calin? poor guy, he just wants to do the right thing :)


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

Investigator or Bard could be useful with thier knowledge skills, seems we lack those a little


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

I have a batch of the knowledges. I can take Know Local at the next level it's on my list.

Knowledge (arcana) +10
Knowledge (history) +10
Knowledge (nature) +9
Knowledge (planes) +9
Knowledge (religion) +9

edit: I'm not objecting to an investigator or a bard. I think either would fit in well.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

That's better than I thought, most over overlooked them.
I say some class with trapfinding would be really useful for this group.

Btw Wasted, are we close to level up? I've lost a little track of how much we've done with the skipping over things in between you and rknop.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Yeah, Asa has a few Knowledge checks as well:

Arcana +9, Dungeoneering +8 and History +9... as well as Linguistics +8.

After we report in to the sheriff, assuming there is still time to kill in the day, Asa will probably go to the smithy to see what weapons she can repair or work on crafting for the proprietor.


Hey guys, I'm traveling today and tomorrow! I'll update Wednesday night late

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Have a safe trip.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Hope the trip has been a good one.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

Would there be time to retrain a feat if I go a different route?

I have 3 ideas in my mind to fit around the group 1 semi ranged with throwing starknifes, or 2 frontliners with either the glaive or I start going unarmed beating people.

On that note I have a question, would these two abilities stack with each other? Normally I would say bonuses from the same source doesn't stack but I'm uncertain how these two works.
Lethal Grace (Ex): The vigilante combines strength and speed into incredibly deadly attacks. He gains Weapon Finesse as a bonus feat, and if he already has the Weapon Finesse feat, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Finesse. When using Weapon Finesse to make a melee attack using his Dexterity bonus on attack rolls and his Strength bonus on damage rolls, he also adds half his vigilante level on damage rolls. This bonus damage is not reduced or increased if the vigilante is wielding a weapon two-handed or in an off-hand.

Fist of the Avenger (Ex): The vigilante gains Improved Unarmed Strike as a bonus feat, if he doesn’t have this feat already. In addition, whenever he successfully attacks with his fist or a gauntlet, he gains a bonus on damage rolls equal to half his vigilante level (minimum +1, maximum of +5). Only an avenger vigilante can select this talent.


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

It may have been answered before but i plum forgot how are you doing hitpoints?


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Similar question, also given Asa's specialty with crafting is weapons, can I just fiat a craft roll under the assumption that she would have had to learn basic things like horse shoe etc prior to learning how to make swords?


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

OK, updated beyond the HP. Took Shocking Grasp and Mirror Strike for my new spells, and gained the spell blade ability from class (can now cast touch based spells through melee weapon attacks... say hello to improvised lightning blades!)

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

I am feeling lost or that I missed something. Are we using tracked XP or milestone leveling?


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool
Selaros Teskarova wrote:


On that note I have a question, would these two abilities stack with each other? Normally I would say bonuses from the same source doesn't stack but I'm uncertain how these two works.
Lethal Grace (Ex): The vigilante combines strength and speed into incredibly deadly attacks. He gains Weapon Finesse as a bonus feat, and if he already has the Weapon Finesse feat, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Finesse. When using Weapon Finesse to make a melee attack using his Dexterity bonus on attack rolls and his Strength bonus on damage rolls, he also adds half his vigilante level on damage rolls. This bonus damage is not reduced or increased if the vigilante is wielding a weapon two-handed or in an off-hand.

Fist of the Avenger (Ex): The vigilante gains Improved Unarmed Strike as a bonus feat, if he doesn’t have this feat already. In addition, whenever he successfully attacks with his fist or a gauntlet, he gains a bonus on damage rolls equal to half his vigilante level (minimum +1, maximum of +5). Only an avenger vigilante can select this talent.

Hm... I would say these are different sources of bonus damage, and thus they should stack. Reason being that one applies to unarmed attacks only, whereas the other applies to any weapon that would qualify for the weapon finesse feat. Only question I would have is if unarmed attacks qualify for weapons finesse... checking now...

Core Rulebook PRD wrote:


Weapon Finesse (Combat)

You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

If I am reading that right, unarmed attacks would be considered natural weapons, and thus should qualify for your bonus damage if you took that route. Obviously it is up to GM Wasted for final ruling, but I would argue that damage stacking in this case should be kosher.

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