Rise of the Runelords Table 1 (Closed)

Game Master ElegantlyWasted


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Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

All right, checking in with Merrick Quickshot! Should be a competent face (y'all can handle the shadier social skills :D) and ought to be hell on the bad guys, too!

Once introductions are made, I will probably be begging Asa to make a masterwork component for my composite longbow...


All right, posted and should be getting both our new players involved just about immediately. Hopefully it doesn't feel *too* forced.


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

I've updated Shae's character sheet but have a few more adjustments to make. Will post early tomorrow.


Hrrrrrm.

I have a question, kids.

I just came across this veeeeery interesting bit on feat taxes which suggests some changes that are pretty dang in line with my own game design sensibilities.

Would you guys be interested in modding the game a bit with this?


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

I volunteer as tribute!

Hm. In all seriousness, I do loathe feat taxes. Always felt like a "martials can't have nice things" sort of vibe to me, and it is nice to free up some feats. I'm sure Calin and Selaros wouldn't mind Power Attack/Deadly Aim as class features rather than feats...


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

hm... Asa probably can benefit from this, especially given the archetypes make her focus more on the "hit things with sentient sword" and less on casting per se.... though with my lvl 2 ability to channel touch based spells though my sword, there still is some casting focus.

I would be fine with this as long as the rules were placed in the campaign tab for reference (work computers have some limitations on websites they can access, so having them reproduced here would aid me).


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 power attack from my class were the penalty i take to hit give me an equal shield bonus to ac.
But I like the idea as I go for being a switch hitter.


I would also likely keep Point-Blank Shot as an option (+1 to attack and damage never sucks) but move Precise Shot to replace PBS as a prereq for other feats.


And yeah I could throw them up in the Campaign Tab


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

...
*heavy breathing*
>.>


Well that's three for it. We'll go majority rules.

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 do not feel strongly one way or the other except that I use Hero Lab so its a pain in the ass if I take advantage of it.

I would not mind free power attack so sure.


There is a herolab mod for it ;)

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)

Then I am in for sure.


Welp that's majority, then. House rules going up in campaign tab :) HeroLab mod is on the top of the page I linked above, Rast.


Hnh, actually I can't. According to the forums this is rknop's game :p
How about this; I'll put it on my GM Wasted alias profile. That way if you ever need to reference them, Asa, just click on my profile.


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 do... speaking of, can't you request the forum folks to get the game back under your name?


Probably. Just realized it right now though. I'll look into it.


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

Im totally paying attention, just hanging out at the stables next door working hard! Any clue how many horses will be needed? I need to start chooising them out :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

At least 20 Calin.... one for each of us then a spare in case it grows tired.... oh, and two more to carry back the dead boars... ;)


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

A horse for each of you. With one for Aldern, that's nine total.


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

Including me of course! :D


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

Or...wait. Eight? Seven players plus Aldern. Eight. I math good.


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

Hm.... Calin, DK, Asa, Eloisa, Rast, Merrick, Shaedeen, Annika (possibly), Aldern... 9 at most.


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

I'm assuming Annika is MIA from everything I've read, or at least will be for this mission.

Also, Merrick is down to sit this one out. If the rest of you would be more comfortable going alone. I don't mind waiting a bit :3


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

It was more a statement of how were we getting horses? Renting Paying? Aldern renting? Calin has a heavy trained combat horse. I was just giving myself an excuse for not rushing to the inn next door, will still pop in I think in a few posts, trying to wrangle down how i want to approach something


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

So we still need both PBS and precuse shot? Pbs is maybe most beneficial to my throwing so wouldn't miss it completely.


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

Wasted do you plan to give us other feats where we get one of those as bonus from out class? I fx gets power attack and possible weapon finesse as bonus feats from my talents.


If you take a talent that grants you what is now a combat option as a bonus feat, you may instead take a different combat feat.

Aldern will be paying for the horses.

Precise Shot replaces Point Blank Shot as a prerequisite for feats. Point Blank Shot is still a feat you can take.


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

Cool so if I take one that lets me pick a combat maneuver, I just pick between deft or powerful maneuvers?


Correct Selaros


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 you know, Shae, Asa is thinking you are an agent of her vampiric progenitor, the Viscountess de Corentyn. It probably won't take too much to clear this up peaceably... and afterwards Asa will probably be embarrassed to say the least. Just wanted you to know that it isn't personal as such.


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased
Asa Norowareta wrote:
So you know, Shae, Asa is thinking you are an agent of her vampiric progenitor, the Viscountess de Corentyn. It probably won't take too much to clear this up peaceably... and afterwards Asa will probably be embarrassed to say the least. Just wanted you to know that it isn't personal as such.

Yeah, I figured as much. It makes for a fun bit of RPing, though.


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 is banking on the notion that the handwriting of Shae will either prove her innocence (well, lack of guilt at any rate) or her guilt when compared to her memory of the penmanship of the necromantic book. She doesn't really think the oath will spontaneously combust if held by a cleric, she is just using that as a partial cover.


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

You know, when I envisioned Asa I knew she was going to be somewhat gruff and rough and untrusting of those she didn't know. I am not sure I expected her to nearly come to blows with two separate characters this quickly... still, given her nature she is likely to be close to both Eloisa and Shaedeen until they finally part ways (and even after that, given she will outlive you both).

I think I will wait a bit to post from the advancement of time, unless someone references me or asks a question... I have had a rather long bit of RP and don't want to hog the limelight.


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

My two cents is that it's all good. We'll all have bits and pieces where we might have a bit more to do :)


I'd like to take a moment to thank our new players; the game has never been this active, so really, thank you guys so much for joining and all your contributions so far :)


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

Hmmm. GM Wasted, upon looking more at Divine Hunter, I'm not really digging all the class features I'm going to be giving up. Would you mind if I swapped archetypes and went with Oathbound instead?


That's fine with me.


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

Going to put this here as it is more out of character discussion pieces than I feel comfortable placing in the main thread.

So per GM, I can craft bows... which is good for Merrick as well as anyone else that wants a ranged weapon. He also has said that the tusks claimed from our recently deceased boar will reduce the crafting costs for any MW weapon created from them by 50, which is pretty awesome.

It sounds like if I was to make a bow for Merrick from them it would take two tusks, leaving little left from either.

1) Did the boar have two tusks or more somehow?

2) Would everyone else be ok if I used the two on Merrick's bow (question presumes the answer to question 1 is only 2, but valid even if not as it would still reduce the count of weapons that could be crafted by 1 additional).

3) Would the 50 gp boon be doubled in this case or would it be still just 50g off? Not complaining either way, mind you, just seeking clarification.

Can't wait until I get some of the crafting feats... I know they are kind of a waste from combat perspective, but they will enable me to make us so really fancy weapons later on down the line.


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

Go for it. At the moment after your episode in the tavern and accosting poor varisian travelors for reasons other than theft your still on Calin's watchlist. :p.

Having a powerful non magic ranged attacker is good. I promise i will never feel loot jealousy.

:)


You only need use one tusk for the bow. It's of sufficient size to cut into pieces and use as Korvut directed.

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 have no problem with one or two going to the bow. I am not sure if Rast will stay pure healer or branch out but there is no character reason for him to need a MW anything at this point.


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

Side note, any weapon she crafts will have a small dwarven rune representing her name carved into it. Not obtrusively so, but visible enough that someone could identify the weapon as being made by her if they knew what they were looking at.

Last minute edit:
Oh, do want to add that I am having a blast with this so far. Cannot wait to see what we get to face off against next. My money is on Asa v Calin in no holds barred cage match... with the Desna Knight as special guest referee. Sorry, been watching too much wrestling lately in the form of twitch streamers playing the last WWE game that came out.


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased
Asa Norowareta wrote:


2) Would everyone else be ok if I used the two on Merrick's bow (question presumes the answer to question 1 is only 2, but valid even if not as it would still reduce the count of weapons that could be crafted by 1 additional).

No problem here.

@GM Wasted: I'm just now taking a closer look at the feat taxes house rules that you mentioned. Since an unchained rogue gets Weapon Finesse as a bonus feat at first level, am I correct in assuming that Shaedeen may pick an alternate combat feat to replace that?


Not in this case.

If Weapon Finesse were the only thing you got from Finesse Training, then I would say yes. Since it allows you to apply Dex to damage at level 3, however, I'm going to say that for Unchained Rogue it does not alter your abilities. I will, however, allow your Finesse Training to apply to all finesse weapons.


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 thinking that Asa will end up getting silken ceremonial "armor" to wear, though not sure from where it would be most appropriate, and a masterwork hammer for smithing. That should only be 80 gold, so that would leave me with a lot for special materials later, assuming Foxglove can obtain them. Was thinking living steel, as it is cheap (ish) and its effects are pretty good for what you pay for. Fire or Frost forged steel would also be fun, assuming anyone wants those. Thoughts?


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

Despite being all frontline ish Calin will most be focused on armors, so whatever neat stuff for weapons is up to you from my end. :)


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

True, though I suppose that Savrah, Dante, or Korvut could make you some armor out of whatever metals I have brought in as well... probably would cost you full market value unless GM rules otherwise, but still gives it a plausibility that you would be able to get it in Sandpoint.

Obviously I would love to eventually graduate to making Elysian Bronze, Mithril, or Adamatium weapons for folks, but the materials are somewhat pricey, so in all likelihood we will have to wait until later on before we could afford them.

Fire-Forged Steel:
Ultimate Equipment PRD wrote:

Dwarves stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It didn't take them long to adapt its unique properties to arms and armor. Fire-forged steel channels heat in one direction to protect its wearer or wielder. When it is crafted into armor, heat is channeled away from the wearer, offering some limited protection. Armor crafted from fire-forged steel grants the wearer fire resistance 2.

Weapons crafted from fire-forged steel similarly channel heat away from the wearer; this does not grant the wielder energy resistance. Instead, the blade absorbs and channels heat to the parts of the weapon that contact enemies. If the weapon is exposed to 10 points or more of fire damage (such as from an opponent's fireball or by holding it in a campfire for 1 full round), the weapon adds +1d4 points of fire damage to its attacks for the next 2 rounds. If the wielder is wearing fire-forged armor and using a fire-forged weapon, this bonus damage increases to 1d6 points of fire damage and lasts for 4 rounds. This bonus damage does not stack with fire damage from weapon enhancements such as flaming.
Armor or weapons made from fire-forged steel are always considered masterwork, and the masterwork costs are included in the listed prices.
Fire-forged steel has the same hit points and hardness as steel.
Type of Fire-Forged Steel Item - Item Price Modifier
Ammunition - +15 gp per item
Light armor - +1,000 gp
Medium armor - +2,500 gp
Heavy armor - +3,000 gp
Weapon - +600 gp

Frost-Forged Steel:
Ultimate Equipment PRD wrote:

This material is the same substance as fire-forged steel with a subtle difference in the alignment of the metal during crafting. Instead of channeling heat away from the wearer, it channels heat toward the wearer. Frost-forged steel works similarly to fire-forged steel, except its effects apply to cold damage rather than fire damage. This means frost-forged steel weapons are less useful than their fire-forged counterparts, as there are few nonmagical sources of cold that can quickly imbue it with enough cold energy to deal bonus damage.

Armor and weapons made from frost-forged steel are always considered masterwork, and the masterwork costs are included in the listed prices.
Frost-forged steel has the same hit points and hardness as steel. Frost-forged steel costs the same as fire-forged steel.

Living Steel:
Ultimate Equipment PRD wrote:

Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harvested, these fallen trees produce nuggets of a metal called living steel. This glossy green metal slowly repairs itself. An item made from living steel repairs damage to itself at a rate of 2 hit points per day, or 1 hit point per day if it has the broken condition. Items not primarily of metal are not meaningfully affected by being partially made of living steel.

Armor and shields made from living steel can damage metal weapons that strike them. Whenever the wielder of a metal weapon rolls a natural 1 on an attack roll against a creature wearing living steel armor or wielding a living steel shield, the item must make a DC 20 Fortitude save or gain the broken condition. If the weapon already has the broken condition, it is instead destroyed. Living steel cannot damage adamantine weapons in this way.
Living steel has 35 hit points per inch of thickness and hardness 15.
Type of Living Steel Item Item - Price Modifier
Ammunition - +10 gp per item
Light armor - +500 gp
Medium armor - +1,000 gp
Heavy armor - +1,500 gp
Weapon - +500 gp
Shield - +100 gp
Other items - +250 gp/lb.

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)

Rast will be looking for armor more then anything else as well, he is not that agile.

I think he needs to prove himself in combat a little but I was planning to look for a custom Mace or Warhammer at some point, maybe with a butterfly design head.

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