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Sardaukar's Legacy of Fire

Game Master Sardaukar

301 to 350 of 807 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>

Haleen is a fighter and she leveled to level 5 as well. She now has 45 HPs and took the Spring Attack feat.

EDIT: Her 14 CON plus favored class for hit points gives her +3 HPs per level. 5d10+15=45 with a 6 average die roll.

CG male half-elf inquisitor of Sarenrae 8

Class inquisitor
Favored Class Bonus +1 skill rank
HP 1d8 + 1 ⇒ (7) + 1 = 8
Feats Two-Weapon Fighting

Class Abilities bane 5 rounds/day, discern lies 5 rounds/day
Spells per Day +1 2nd-level, +1 1st-level
Spells Known flames of the faithful
Skills Acrobatics 1 rank, Bluff 1 rank, Diplomacy 1 rank, Intimidate 2 ranks, Perception 1 rank, Sense Motive 1 rank, Spellcraft 1 Rank, Survival 1 rank

Daumari's last post was on January 4th. If we have not heard from him by February 4th, I'll post on Gamer Connection for a replacement. Unless of course there is someone lurking on this thread who is interested.

Male Human (Desert) Druid 11


Daumari's player is currently running a CotCT pbp HERE, so i know he is still around.

Maybe you can drop in on the OOC thread and remind him of this game?

So posted.

CG male half-elf inquisitor of Sarenrae 8

Gah! Thanks for pulling me back; I got so wrapped up in keeping my CotCT game going, getting repairs done at the house, and prepping for the school semester, that this character completely left my mind. I don't really know how I spaced things so badly.

I'll get reading and get back into things, if you'll still have me.

Great! Glad that you are back. Your companions were missing you. You are just in time... :)

Scarab Sages

Welcome back. You were missed.

Male Human (Keleshite) Sorc (Efreeti) 11 l AC 26(ff24/t15) l F9 l R9 l W11 l HP(99) 83 I images: 5

I'll say! Let's get the carrion king!

CG male half-elf inquisitor of Sarenrae 8

Well it's good to be back. Though Bahir being taken down in one hit isn't exactly the return I expected.

Male Human (Desert) Druid 11

Welcome back Daumari, good timing, he he.

In regards to the critical hit, I have no problem with Bahir being killed here. In one of my old 3.5 RL games, a critical hit from a gnoll ranger did my mage in, killed with one blow. That triggered some consequences which are still unfolding for his daughter...but I digress here. Giving us a chance to return the body to Kelmarane to be raised would be acceptable to me.

If you do decide to kill Bahir here, Sardaukar, I recommend having Bahir's player take over one of the NPC's temporarily (Haleen would be a good choice IMO), if he is OK with being raised later.

PS. If you are curious about who I am referring to, I will give you a hint. The mages name was Richardson...Ourson, he he.

Scarab Sages

Hazreem Al'Shakar_1 wrote:
I have no problem with Bahir being killed here.

Hmmmmm, I suspect we have a Carrion King spy in our midst ;p

But seriously, let's not get ahead of ourselves, you may have more than one body to deal with the way our typical luck and rolls seem to be going. Daumari can't take that kind of damage either and with a +18 or so you can bet there isn't going to be much missing. That on top of the fact our opponent seems to be just getting warmed up....sheesh...

CG male half-elf inquisitor of Sarenrae 8

Hehe, I know what you mean. If the dice continue to fall as they have thus far, Daumari's likely to follow Bahir in short order. Now I don't doubt the gnoll can be downed, but we might have to consider the possibility of the entire front line being decimated in the process.

Ordinarily I favor character death when it's called for. This goes for games I run, as well as any game I play in. That said, I have to admit the rolls comprising the strike that took Bahir down are rather extraordinary. Whatever course of action you decide to follow, Sardaukar, I know I'll have no problem with it. I say this even given Daumari's current position.

Here's the current status for Haleen for Bahir to run. I probably won't get to the next post until tonight. It's 6am here currently and I have to run off to work. She also has the Ring of the Ram on Efreat's list, 21 charges remain. Uses 3 charges per round to use at full strength. +9 ranged touch attack to hit, 3d6 damage, if hit within 30 feet gain free bull rush at CMB +19. (I was doing +11, but that was wrong. Didn't change outcome though as the dice always hit by long shot.)

Female human fighter 5
CN Medium humanoid
Init +4; Senses Perception -1

AC 21, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 dodge, +2 shield)
hp 45 (4d10+12+3)
Fort +6, Ref +5, Will +0 (+1 vs. fear)

Speed 30 ft.
Melee +1 rapier +12 (1d6+5/19–20)

Str 12, Dex 18, Con 14, Int 13, Wis 8, Cha 10
Base Atk +5; CMB +6; CMD 21
Feats Combat Expertise, Dodge, Mobility, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier), Spring Attack
Skills Acrobatics +8, Intimidate +7, Perform (dance) +4
Languages Common, Gnoll, Kelish
SQ armor training +1, bravery +1, weapon training(blades, light) +1
Gear chain shirt, +1 buckler, +1 rapier, battle market key, 320 gp

Scarab Sages

While I appreciate the offer, I don't have the first inkling on Haleen's character and motivations, and am not really feeling inspired by her at the moment. So, in short, I don't really think I can role-play her. I am still mulling over what I should do now that Bahir is dead, both as a player and a character.

P.S. I am still somewhat in shock at his unavoidable and sudden demise. Yes, I know I could have just stayed quiet but that's not how I play. This campaign has been brutal to the front line guys so far.

CG male half-elf inquisitor of Sarenrae 8
Bahir al-Asim Abdul Shihab wrote:
... This campaign has been brutal to the front line guys so far.

I've noticed this as well. I don't know if it's a result of just incredibly strong opponents in the AP, or just typical opponents with greater than average dice rolls, paired with less than average rolls on our part. Whatever the reason may be, we have not been holding up well at all.

I don't mind taking a beating. It's what the front-line types are for. But it seems like a lot of things simply scoff at our armors, then drop mountains on us.

... I probably shouldn't put it that way when we're underneath a mountain surrounded by gnolls ...

I think the die roller just hasn't liked you guys...

You need this.

Scarab Sages

I think I am now beyond needing that shirt. ;p

CG male half-elf inquisitor of Sarenrae 8

I want such a shirt.

Daumari, if he survives, will find such a shirt in the next treasure hoard we find. He will wear it beneath is robes at all times.

CG male half-elf inquisitor of Sarenrae 8

All things considered, though, this particular course of events is a rather dramatic moment for Daumari. Bahir is really the only member of the group he considered a close friend, and now that friend has fallen brutally at the hands of a gnoll. Just as his mother was cut down when he was a child.

The size of this gnoll in relation to Daumari is even the same as those of the regular gnolls in his memories of the massacre. I apologize in advance if I play this encounter up too much.

After much deliberation, I have decided to leave Bahir's fate to the dice. Not the message board die roller, but real physical dice. Since the hit that potentially killed him was maximum critical damage done by the die roller, I decided to re-roll that damage. There is a chance with 3d12+48 and his hero's defiance roll of 8 that he could survive, though it is less than 50 percent. If he survives the re-roll, he can, at his option, be revived. Otherwise, he will have to hope that his corpse makes it back to Kelmarane where his comrades could seek out the high priest of the Sarenrae temple to raise him or Bahir can generate a new character that arrives in Kelmarane for whatever reason and joins the group.

The roll... clunk, clunk, clunk on the desk

3d12 + 48 - 8 = (3,8,1) + 48 - 8 = 52

With 42 hit points, that places Bahir at -10. Now I believe you still had a couple of points of injury from the previous battles that you never healed, which would put you at -13 and death. If we assume that you would have healed yourself before opening the door to an unknown danger, you can use up one of your lay on hands to be back to full health before being hit.

With Mah'ysa's positive channel energy for 9 points, the gnoll cleric's negative channel energy for 2 points, and Paellat's potion of cure moderate for 15 points, it puts you to 12 hit points and waking up.

And no, I did not fudge the die rolls.

Male Human (Desert) Druid 11


First of all I would NEVER accuse you of fudging any die rolls. Not and expect to survive, he he. Still, such a near death experience would leave a mark, even on a paladin of Iomedae. I would like to see some aftereffects of such a close call with death here. maybe some other planar agency took an interest in this, and allowed Bahir to live...

Plus, there is the fact we are gonna be up to our elbows in gnolls here, so we certainly do need his help here.

CG male half-elf inquisitor of Sarenrae 8
Hazreem Al'Shakar_1 wrote:
Plus, there is the fact we are gonna be up to our elbows in gnolls here, so we certainly do need his help here.

You kidding? We downed the Carrion King. We can take 'em. :p

That gives me an idea...

CG male half-elf inquisitor of Sarenrae 8

Silly Bahir, you wouldn't go to hell immediately. You'd go to the Boneyard first. Pharasma would kick you around a bit, and only then you'd be on your way out. :p

This morning's snark has been brought to you by GoblinWorks name-brand Fireworks.

It's not our fault you burned your house down.

CG male half-elf inquisitor of Sarenrae 8

I will be going out of town tomorrow morning, and unable to post through the weekend. I should be back no later than Monday night.

Scarab Sages

He's not exactly keen on the ins-and-outs of afterlife (that was covered in the holy reading course that he was daydreaming during). You did notice that his wisdom is somewhat.....challenged? I am guessing that is why Sarenrae herself shook her head at his lack thereof and boosted it up to a 9, just so he wouldn't embarrass her so much.

CG male half-elf inquisitor of Sarenrae 8

I can't use the ring; I'm already using a ring of protection +1, so it's up for grabs. I imagine we'll be selling the breastplate for whatever coin we can get for it.

Male Human (Desert) Druid 11

Pae, Efreat, Mah'ysa, Haleen(?), and Hazreem can all use it. I think Pae should use it, as he is in the front of things usually.

Male Human (Keleshite) Sorc (Efreeti) 11 l AC 26(ff24/t15) l F9 l R9 l W11 l HP(99) 83 I images: 5

I agree. Pae should get the ring.

CG male half-elf inquisitor of Sarenrae 8

Sounds good to me as well.

I love bane weapons, but they're just so situational; it's too bad the axe won't be of greater use to us. I'm guessing it's large as well, Sardaukar?

Anyone want it?

Actually, he was swinging a medium sized GreatAxe as a large creature. The pathfinder conversions I'm using for Legacy of Fire are messed up for this weapon, probably because of this. The original book said 2d6+XX damage (don't have it in front of me right now) and one conversion said 2d6+16 and the other said 1d12+16. At 2d6 instead of 1d12, the chance of doing maximum crit damage is extremely low (1 in thousands). But then add in the extra 2d6 for human bane, which isn't multiplied for crits. I can't find the conversion on damage for large creature using medium weapons. I would of just treated it as a medium creature using a small, which would make it 1d10 damage. But that battle is done and over, moving on...

Adding +1 Ring of Protection under Pae's list. Pae, don't forget to update your character sheet with the +1 AC.

Scarab Sages

Male Halfling Rogue 11

Thanks for the ring every deflection bonus gratefully recieved

CG male half-elf inquisitor of Sarenrae 8
Sardaukar wrote:
I can't find the conversion on damage for large creature using medium weapons. I would of just treated it as a medium creature using a small, which would make it 1d10 damage.

It doesn't change the weapon's damage in any way. However, by using a weapon sized incorrectly for the character or creature, a -2 penalty to the attack roll would result; such a penalty wouldn't have impacted the combat much anyway.

I imagine the reason for making the CKing's weapon medium was to throw the players a bone, since the armor would be too large for most groups to utilize.

Male Human (Keleshite) Sorc (Efreeti) 11 l AC 26(ff24/t15) l F9 l R9 l W11 l HP(99) 83 I images: 5

According to PFRGP p. 459, magic clothing and jewelry usually resize for the wearer. Armor and weapons seem to be the exception.
The question I put to our DM is whether a person with craft magic arms and armor could magically modify the size of armor and weapons?

CG male half-elf inquisitor of Sarenrae 8

It's the other way around, actually; clothing and jewelry is the exception. Magic items usually don't alter their size unless enchanted to do so specifically.

I've played both as written, and house-ruled that weapons and armor resize. The latter becomes extremely nice if the party includes small or large characters. In any case, neither ruling has seemed superior to me, and I've even tried both in games I've run. Ultimately, this one truly boils down to GM preference, even more so than most decisions.

From the background storyline, the Carrion King had the medium-sized GreatAxe prior to becoming large. So it used to be the right size for him when he was just a regular gnoll.

My understanding is that weapons don't resize and small sized characters generally need to buy upgrades or you find a way to place small items for those characters in the campaign. If I find opportunities to adjust treasure to small where it fits into the storyline and would be usable by our Halfling, I'll make that change. There will be opportunities to buy stuff up through 7th level at least.

Efreat wrote:
The question I put to our DM is whether a person with craft magic arms and armor could magically modify the size of armor and weapons?

I would believe this would fall under the mending a broken arms/armor as you have to make significant changes to the armor to make the change just as if you were fixing it.

"You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place."

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Based on the description above, distraction works against those affected by illusion attacks. The floating creatures are Rasts and used a special attack called "Paralyzing Gaze" that states on page 229 of Bestiary 2:

Paralyzing Gaze (Su) Paralyzed for 1d6 rounds, 30 feet, Fortitude (DC 14) negates. The save DC is Charisma-based.

This does not appear to be illusion based, nor are the paralyzed victims under the effects of a noninstantaneous magical attack. Unless you can convince me otherwise that Distraction works in this situation.

I would not want you to spend a second round attempting to perform a task that cannot possibly succeed. You could switch it to Inspire Courage, though that wastes the natural 20 since that doesn't require a roll. Fascinate doesn't work because the Rasts are in combat already. I've give you the natural 20 for a sling attack if you want to keep the roll (with possible crit).

Pae wrote:
Maplink no longer working for me

I must have failed on my cut and paste. Here's the current map link, though this may change once I update the map.

I am going to create a new profile and move all the campaign related information over to it. I'll include a link to the parent album there. So if I ever biff the map link again, you can always go there and use this one which will always work.

New profile created, using the Carrion King as my avatar. Details transferred to new profile and permanent map link included.

Male Human (Desert) Druid 11

Level Up Druid 6
+1 Fort
+1 Refl
+1 Will
HP 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8 CON, Toughness
Total HP 52
Spells Gained 3rd level: 1 Neutralize Poison
Handle Animal
Knowledge Nature
Perception (x2)
Wild Shape 2/day
Electrical resistance 10

Fem Half-Elven Cleric L10+Bard L1 | HP88/88 | AC (30)22 T17F17 CMD24 | Saves F8R10W15 | Percep +11 | Endure Elements | Status: Expeditious Retreat

Hit die: 1d8 ⇒ 6

Cleric level +1
HP +6

Channel energy becomes 3d6

Gain +2 3rd level spell slots +1 domain slot

Skills: +2 base, +1 int, +1 favored class.

Scarab Sages

Male Halfling Rogue 11

Hit points 1d8 + 1 ⇒ (1) + 1 = 2

Reroll1d8 + 1 ⇒ (3) + 1 = 4

Rogue Talent: Surprise attack..Opponents count as flat footed in Surprise round even if they act before the rogue.

Trap Sense +2

Scarab Sages

Level Up Paladin 6
BAB +1 (additional attack per round with full attack action)
Fort +1
Ref +1
Will +1
HP 1d10 + 1 + 1 ⇒ (2) + 1 + 1 = 4 unbelievable...
Max HP: 46

Scarab Sages

Male Halfling Rogue 11

Paes update part 2


1 rank in Linguistics(Terran)

4 ranks in sense Motive

1 rank in Acrobatics

1 rank in Appraise

1 rank in Disable Device

1 rank in Perception

1 rank in Stealth

1 rank in UMD

BaB +1
All Saves+1

Scarab Sages

Bahir update part 2 (Paizo site keeps crashing on me today in middle of my posts)

Mercy (Daze)
Intimidate +1
Diplomacy +1
Knowledge (Religion) +1
Lay Hands On: 8/day and now heals 3d6 damage

Sardaukar, If you could do me a favor and summarize what I can do with Vardishal at this point I am going to add a section to my character sheet for its abilities. Please include the nice descriptive effects also like what the mold and ice do and look like. I think it encases his hand. Thanks in advance.

CG male half-elf inquisitor of Sarenrae 8

Daumari Level 6
Inquisitor 6
Favored Class Bonus +1 Skill Point

hp 1d8 + 2 ⇒ (5) + 2 = 7
BAB +1; +4 total
Base Fort +1; +5 total
Base Ref +1; +2 total
Base Will +1; +5 total

Bonus Teamwork Feat Outflank

2nd-level Spells/Day +1; 4/day total
Spells Known resist energy

Ability Effect Increases
Stern Gaze: +1; Intimidate, Sense Motive gain total +3 morale bonus
Track: +1; Survival gains total +3 bonus to follow or identify tracks
Bane: +1 round/day; 6 rounds/day total

Skills (9 ranks)
Acrobatics: +1 rank; 6 ranks total
Bluff: +1 rank; 6 ranks total
Diplomacy: +1 rank; 6 ranks total
Intimidate: +2 ranks; 6 ranks total
Perception: +1 rank; 6 ranks total
Sense Motive: +1 rank; 6 ranks total
Spellcraft: +1 rank; 6 ranks total
Survival: +1 rank; 6 ranks total

Male Human (Keleshite) Sorc (Efreeti) 11 l AC 26(ff24/t15) l F9 l R9 l W11 l HP(99) 83 I images: 5

update part 1
Level 6 Sorc
Skills: (5 points=2 class+1race+1int+1trait)
1 know(arcana)
2 know(planes)
1 spellcraft
1 sense motive

HP: 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9 total of 49

Male Human (Keleshite) Sorc (Efreeti) 11 l AC 26(ff24/t15) l F9 l R9 l W11 l HP(99) 83 I images: 5

update part 2
bab: +1
saves: +1 fort, +1 reflex, +1 will
elemental ray damage up to 1d6+3
reg spells known: 0L - disrupt undead
3L - Haste
favored class spell known: 2L - see invisibility
spells per day: add 1 2L and 4 3L

Daumari wrote:
Bonus Teamwork Feat Outflank

I don't believe anyone else has this feat required to use it. Hoping a certain rogue will take it at 7th? :)

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