Sheik Voodoo's Katapesh Nights (Inactive)

Game Master voodoo chili

From the City of Bazaars to the City of Brass.
Kelmarane.


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HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

And in Ultimate Combat or the APG (cant remember which) there is an option to specify crossbow for your weapon tree so even better synergy.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

That was why I took the feats I did, so that I have not tied myself to the crossbow or the bow. Both can be deadly, just need to fix on one. Actually, I forgot about the Crossbow choice. With it, I could choose Crossbow Mastery at level 6 (8), which skips the rapid reload pre-req.


VC - Sydney, Australia

Sadly its a clear case of bow > crossbow because that's the way the game is built.

I love crossbows as a concept, but they are mechanically significantly inferior. That said would I build a character around one? yep!

I'd also not dip to Ranger, as a straight Fighter can do everything Archery wise a Ranger can, and then still be better at other stuff. Unless you dipped heavily you would only get some pretty insignificant gains - you either build an Archer Fighter, or make a Switch Hit Ranger.

At the end of the day though I am always of the opinion that Style > Substance.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Yeh - pretty much any class straight up is stronger than any multi-class. 4 levels of rogue give evasion and uncanny dodge - nice bonuses. Ranger gives the favored enemy/terrain bonuses. Straight fighter you get the weapon/armor training stuff. The armor bonuses are less useful unless you plan on being a tank. Although if I can get some Celestial Plate, the armor check penalty and dex bonus additions would be nice.

The real difference between bows an crossbows are that the bows it is a 20x3 crit versus a 19-20x2 crit. If you take the improved critical feat, the crossbow goes to 17-20 vs 19-20 with the bow. Also, crossbows do slightly more damage while composite bows allow for strength. Since my strength is pretty mediocre, this should not be a factor.

When it comes down to it, as a fighter it is 2 extra feats to use crossbows (rapid reload and crossbow mastery), as a ranger it is one extra feat since Crossbow Mastery does not require the Rapid Reload prereq if taken as a Combat Style Feat. Of course as a Fighter I would get the extra feat, so it is pretty much a wash. I would also get extra skills, but if I dip into rogue, which has always been my plan, then I will pick up the extra skill points there.


VC - Sydney, Australia

For sure on the Crit range.

Str stuff you can enhance pretty easy, and early on. The problem we usually find in games is that by the time we get the umpteen levels up to make the build good the campaign is basically over... I'd prefer something rock solid for the first ten levels and then 'arguable' later than a build that was 'still in completion' for a whole campaign.

I sat down one afternoon for lulz and re-skinned the Gunslinger class as a Crossbow build. I liked it.

Just says they dropped the ball with Crossbows in 2nd Ed and never bothered fixing them (they were great in AD&D)


Male Elf Bard - 1

If you like the Crossbow path, you can always go for the Heavy Repeating Crossbow. That removes the need for the Rapid Reload, but means you need to acquire Exotic Proficiency feat.

It can hold 5 bolts and as long as 1 bolt is left in its chamber, you can reload as a free action. I had a Ranger with one, it was really powerful, especially since I gave it "Distance" so it had a range of 240 feet.


VC - Sydney, Australia

Hvy Repeat is good.

The exotic tax is annoying, but at least Ftr (and to a point Ranger) have the feats to burn. Wasn't aware of the free action bit though!


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Pretty much all the same, expend an exotic proficiency feat, or a rapid reload/crossbow mastery feat. Also, if I am firing 3+ shots per round, I would go through a clip in 1.66 rounds. Then have to use a full round action to reload. With Crossbow Mastery (or Rapid Reload for Light Crossbows), I could fire 3+ shots each round without worrying about AoO or delays on loading. So in 3 rounds at level 6, with rapid fire, I would be able to shoot 9 bolts rather than 5.


VC - Sydney, Australia

Gawd.

Time to buy a bow :(

Really wish they'd fix crossbows.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Remind me how crossbows used to work?


VC - Sydney, Australia

They did a little less damage, however they had better armour penetration.


Faelar-
The books were ”Gelluck’s Spirits of the Air and The Elemental Planes by Kor Kosmu.

You need to specifically tell me which book you are using for the bonus so I can say whether the bonus applies or not. In his case, I just went ahead and assumed that you used the books for the added information I gave you.


Male Elf Bard - 1

Ah right, my bad. I will add another spoiler into my profile then, called "Books" where I shall have the details and names. I will also remove the +1 bonus from my Knowledge (Planes) and make sure to ask in the future.

Nice touch, I always thought I should ask but my real-life GM's always said add the bonus in and don't ask.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

So breaking the stele might be an empty gesture. Do we try to take down the ghost? I imagine that if Halrrun is still alive he certainly isn't something that we can just go deal with and be done. So it seems like our options are to try to take the ghost down or return and let folks know the monastery is a no go for the moment?

Thoughts? Ideas?


Male Elf Bard - 1

If Halruun is alive, I would like to try and appease the Edimmu by defeating Halruun. This may give us some vital information, give us an ally, but it is also the safer route (I am guessing). We don't really have any effective means to defeat the Edimmu, where as Halruun would probably just be an old man.

Faelar himself would also go with this, as you may have noticed he seems intend on talking with the spirit. Just concerned whether that is me playing his low wisdom and personality well, or just annoying you all, though.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Do we even have the means to find "Halruun" and if we do get to him in any reasonable time frame? Not sure princess fancy pants would appreciate us having to go back to the city or something....but if it is the only way to do this we might have to I guess. IF we know where to find him.


Male Elf Bard - 1

The first place I would look would be Kelmarane, as he was the leader of the temple there. So there should be some clues to his whereabouts.


M Pseudodragon - 15pt - Oracle (flame) 4

Without being dismissive of the poor ghosts plight, it would be far easier for us to stock up on CLW and just positive energy the thing to pieces than muck about going to Kelmarane to fight some guy who could be rolling knee deep in buddies... option b is we shut the door and leave the ghost to his moaning in private :p


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Yeah, I usually prefer the "elegant" option but I sorta agree that rolling down to the city to challenge a once grand-poobah general dude might not be any safer than spamming heals on this thing...I mean the caravan is basically camping out waiting for us to clear this place out right?


M Pseudodragon - 15pt - Oracle (flame) 4

Yep.

We have a mission to complete with a caravan out in the open in need of shelter. I just don't see how the collective is better served by us heading off on a trek to assuage the hurt feelings of a particularly unfriendly ghost that involves walking off looking for someone who might not be there, or surrounded by buddies, and potentially at the place we are on our way to anyhow.

If we could just roll straight on to Kelmarane then we wouldn't need this place, so we wouldn't care, but we can't roll on to Kelmarane as we need this place to stop and rest the caravan.

I see only one real solution, and I don't wager Casper is going to like it much.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Once I have finished bashing the stele, lets see what else in the temple is related to the Halruun. We should give the rooms a good once-over to make sure we did not miss anything. Halruun defiled the ghost's temple and shrine. Seems that cleaning and restoring it should appease the ghost.

--> this might just be my low wisdom talking.


M Pseudodragon - 15pt - Oracle (flame) 4

For sure, a solid plan, we will do that and see what crops up.
We are the good guys, and theres a bit of positive karma about setting the spirit free n all, however there comes a point where we can only offer it a compassionate shuffle off this plane...!


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Agreed - I just hope that I do not have to be the punching dummy while the bard and oracle CLW it to another plane. It does not really seam like the right way to do it. If the ghost was some evil undead, then kill it. Here it is a clearly troubled soul. There has to be something we can do.


Male Elf Bard - 1

Seems like I am outnumbered and for a very good reason. At least we can think of this as healing it a lot, therefore trying to be nice. But I would still like to help it.


M Pseudodragon - 15pt - Oracle (flame) 4

Its a troubled soul, but I'm pretty sure it is also some evil undead... I agree though that it would be great if there was a way to set it free without having to CLW it into next week.

So far we have:

Tidy the place & smash the stele.
CLW it into the great beyond.

We don't seem to have much/any Holy Water (and not sure what that might do)

I don't have a way to sactify the place (only Prot Evil & Bless)

Whilst Auri is a devoted follower of Sarenrae, and has some Know:Religion, I'm not sure if thats going to be vaguely enough to make this place all consecrated and holy once more.

...Unless the GM wants to be kind and let him carry out some RP mojo-ritual culminating in a Bless that makes the place all fit and proper again.


Aurichalcum wrote:
...Unless the GM wants to be kind and let him carry out some RP mojo-ritual culminating in a Bless that makes the place all fit and proper again.

Mwu-ha-HA! not bloody likely. I like a little RP angst- what will you do? no clear solution and no, tidying up ain't gonna cut it ; )

It occurs to me that I've laid out a little Legacy of Fire within the larger Legacy of Fire. How interesting!


Hey, I'm sorry I am not contributing to this conversation a lot. I asked my gf to marry me last night (she said yes!) and today we are celebrating with friends and doing St Patricks day. Please play Karethas as you see fit for the next 24. If we rest and attack he will Memorize Mage armor, Vanish for Amir to get into flanking, Enlarge person for Kzrira if she wants it, And I guess another Vanish for a way to save someone of they get low on hp. Wish I ha Magic Missle or magic weapon for this situation.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)
The Dorf wrote:
Hey, I'm sorry I am not contributing to this conversation a lot. I asked my gf to marry me last night (she said yes!) and today we are celebrating with friends and doing St Patricks day. Please play Karethas as you see fit for the next 24. If we rest and attack he will Memorize Mage armor, Vanish for Amir to get into flanking, Enlarge person for Kzrira if she wants it, And I guess another Vanish for a way to save someone of they get low on hp. Wish I ha Magic Missle or magic weapon for this situation.

Congratulations!!!

I am pretty sure we will have not moved too far. This campaign moves at a good, but laid back pace, so I am sure we will still be plotting. I think this is a time when we should not be NPCing.


Congratulations! 4 leaf clovers all over that : )

No worries, i'll be out some this weekend. I like the pace here. Not as crazy as Zyren's pace ; ), but we're moving along quite well.


Male Elf Bard - 1

Congratulations Karethas!

I like this pace, it is intense, but still relaxing.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Generally everyone posts at least once per day, usually twice with rare exceptions (like getting engaged or taking camping trips). Have fun and enjoy the moment.

After all, the ghost has been down there for 20 years, I do not see how another day or two is going to improve his attitude any.


VC - Sydney, Australia

Nah, and if we can't get him out the nice way then its gonna be the hard way.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Congrats Dorf! And sorry I have been so spotty on the weekends myself; lots of transitions at home and I had to install a new HD in the comp so it was hard to get on...weekends have been bad for me for a while and though there isnt much I can do about that I want everyone to know that I know and am still invested/not flaking out/ etc.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

As I said, this is one of the more consistent pbp I am in. Nobody posts 10 times per day, but every tries to get 1-2 in per day, with a few misses here and there. And more importantly, everyone actually seems to play their personality quite well for their character which makes the campaign fun.

Kudos to all.


you'd likely need force spells, magic weapons, and holy water to gear up for a ghost. Unfortunately, Almah's not going to be able to provide any of that. you've found a small magic hammer at the monastery. not optimal but it's something.

Journeying into Kelmarane itself is likely the only way you're going to get any more information about Halruun.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

I keep forgetting about the hammer - since it is small, can I use it with the Weapon Finesse?

What is it? Normal +1 hammer?


Kzrira-it's inappropriately sized so that's a -2 attack penalty, but I'd allow that it'd be a light weapon for you and finesseable.

+1 small warhammer


M Pseudodragon - 15pt - Oracle (flame) 4

Meh, I think this undead occupant is probably up for an unpleasant end... :p


Male Elf Bard - 1

Would Almahs caravan venture downstairs if we told them that they would die if they venture down there?

I stick to my original thought that we should check out Kelmarane, or the old church at any rate and see if we can find something. But people going down there would be a big problem.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

My understanding is that Kelmarane is overrun by gnolls at this point, so it would probably not be smart to kick that nest of hornets just yet. I'm of the mind that we should just make our attempt to kill the thing. Just with our full amount of spells, and the wizard making some wiser choices on spell selection.


Male Elf Bard - 1

As I said, I am more than happy to follow, just stating my favoured opinion. I do know that going to Kelmarane would be a suicidal move.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

If you all can make Amir and me so that we can hit the ghost, then I do not think that it will be a problem. Attack defensively with a bless and bard song in effect while you healy types un-undeath him. And Karethas can use anything he has to buff/de-buff/blast.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Well Kelmarane has gnolls but obviously more than that as the slaver was headed there no? We might be able to get around there if we are careful...and if we don't run into anyone we have pissed off. It may well be we need to check it out.


M Pseudodragon - 15pt - Oracle (flame) 4

I reckon just stop and prop at the monastery, the ghost didn't attack the other things living there so as long as we dont go and poke at it then it shouldn't be poking at us - left the Pugs/spiders/vulture alone for all that time.

Reckon wandering to Kelmarane would be pretty suicidal - no doubt its full of really bad things :)

This ghost is just a distraction.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Crypts tend to hold good treasure - for some unknown reason, people like to bury expensive things with dead people. Who knows what else is down there, but I want to find out. I would just prefer that we all were alive when we discovered what it is.


M Pseudodragon - 15pt - Oracle (flame) 4

And those are the kickers - potential treasure (although could be a touchy subject for us 'faithful' depending on how the treasure is found) meets nasty creature we are ill equipped for.

Just thinking on a semi-Meta level, if we get too heavily chewed up does it have an in-game consequence for the caravan? I assume there is some magic GM timetable we are probably running to, and if this goes badly then its going to burn either time (which we might not be able to afford) or resources we are 99.9% going to want in Kelmarane (so can't afford that either).

So I can see a few tangible reasons to just bypass this guy for now, and not a whole lot of imperatives to engage.

Unfortunately seems that we kind of do need to face it off because people keep suspecting silly caravaneers to go wandering down into the crypt, though why you'd have people that silly on an exploration caravan is a bit beyond me.

Anyhow, enough chit-chat, the die has been cast, Auri is off down the hole - time to fight the bad guy. :)


Male Elf Bard - 1

I have been flicking through all the Prestige Classes, I was planning to go with Duelist to assist with the front line combat ... however I have come to realise that LoreMaster or Pathfinder Chronicler would suit Faelar a lot more. Just asking for you opinions, which of the 3 do you think would be better?

Obviously this will be a lot later on, but if I can work it out now, then I can start attaining the feats required.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

I think that Pathfinder Chronicler is more your ally. You lose spell levels, but keep getting bard type abilities. The Loremaster is pure spell casting, but you are weak in this anyway maxing only at 6th level. Loremaster really appears to be suited for pure Wizards.

Just looking at Duelist, that is a class that I should consider. The light armor and one handed weapon fits well with my plan of taking the Dervish feat for the scimitar.


Male Elf Bard - 1

I was thinking of Duelist when I created Faelar, then I was going to get a Rapier with the "Agile" property.

I will have to put some ranks in different skills for a few levels then, just so I can meet the pre-requisites. I was stuck between the 2 as they would both be good progressions.

The Loremaster is obsessed with written knowledge, which sounds like Faelar and still has access to the spells. But as you said, I do not get many and the Bards don't have many decent spells.

The Pathfinder fits perfectly with my campaign trait and as you said it is better for the knowledge that Faelar is obsessed with. But what is Bardic Music?


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

I think that Bardic Music means your Bardic Performances will continue to progress. VooDoo will have to rule on this, or read more on it. I just looked it over and as far as I can tell it is pretty much a split for a bard. You lose higher level spells (no great loss considering how slow bardic spell progression is), but pick up some fun abilities. If you are looking to optimize your character, then I would not choose this. If you want a fun and colorful character - go for it. I do not think any of us are really seeking to "optimize" out characters in this campaign which is why we have a party with a wimpy fighter, a bookworm bard, an old thief, and a dropout wizard. Oh, and a deluded dragon. Lol.

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