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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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)

Posted and dead - unless it had more than 20 hp left.


VC - Sydney, Australia

23JUN, for a month basically.


For reference, First Aid which just stabilizes a dying creature is a DC 15 and doesn't require a kit.

Treating Deadly Wounds which is actual healing of 1/creature's HD, is a DC 20 and requires 2 uses of a kit.


I believe we've got a number of folks away or ill this weekend. I guess this is a good point to discuss the next few months. I start summer break from teaching this week and will be traveling some over the next two months. Not sure about internet connections. June will likely be spotty for me and maybe with Shifty off as well, we should just break for July.

I should be settled and working again in Aug so we could continue on then. Seems like summer vacation is quite a bit shorter from what I remember as a kid :(

The Exchange

Male Human Desk Monkey 2/ Logistics Guru 3/ Over-educated 2/Gamer 6

Isn't that the way. Yeah I return from the land of the plague ridden to say that whatever works best. Since the consolidated the campaign screen its been really easy to track activity. I'll probably poke my head into the OOC here and there to keep a little momentum going, that is my only concern with the breaks sometimes.


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)

I'm a little less available during the summer as well, since I am a school counselor and off for about a month. (Counselors work longer than teachers, at least in MD :-P)


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)
Amir Awad Hajjir wrote:


Perception! 1d20+7 The building is tall! And of a color!

I read this in Dr. Zoidberg's voice in my head and it made me laugh extra out loud.


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

Exactly what I was thinking!


Zoidberg!

Hey all, I'm on the road for the weekend and traveling over the next week. SO updating likely sparse.


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)

Hey all. Pretty much back. One more delayed flIght to go.


VC - Sydney, Australia

Better stop the gnolls getting that horn off :P

The Exchange

Male Human Desk Monkey 2/ Logistics Guru 3/ Over-educated 2/Gamer 6

Exactly...heh


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)

Colorspray is a good option with the hyenas. It's only a short cone spell, so I can hit two or three of them. Hyenas are like my riding dog with a trip attack, and as we've seen my dogs can be a pain in the butt. I have a better option for later for that type of control spell now with Glitterdust which is a burst spell and has long range so it is useful in a greater number of situations.


The palace is between the Battle Market and the Guildhall. Neither the Guildhall nor Palace is in the scope of the adventure and I don't really care to fill it in ; )


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)

Ok, then my vote is to avoid the palace and the guildhall as they appear to be infested with lice (rumor has it "He that lieth down with Gnolls, shall rise up with Fleas.") and I really like my hair. My vote is the Battlemarket.


Male Elf Bard - 1

What about the guard house? Or was that the tower we just took care of?


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 thought that was the tower/guard house.


Male Elf Bard - 1

In that case, on to the Battle Market.


The Battle Market is the only area left to explore. I wonder if the palace and guildhall originally had material and were cut in the edit. I love this AP, but it suffers from editing.


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)

Well, if we need a little more adventure for exp to level, you know where to put it.


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 think there was some intention that those locales are in a single set adventure or something that could be used in tandem or not? I love Paizo but the editing and copy thing is certainly their biggest weakness as far as the pace they have set for themselves and their staffing and what not or so it seems to me.


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)

The battle market is fine with me. We're only down two spells at this point as far as our resources. I don't want to go through those open doors if possible because it stinks of ambush.


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)

Well, as I said, Kzrira being Kzrira, would like to find a nice hole and begin shooting. I could get a half dozen shots off at the king before he even knows they are incoming with any luck. I would love to be able to have our little fire dragon start a few blazes in the marked and smoke them out so that we can shoot as they run - and you mages can put any others into nap nap land.

Although I think Kzrira's tactics are pretty obvious at this point.


yeah, I really don't see Kzrira's hanging from ropes attack working out well for you....


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 a note, I will be away from home for the next week. Should be able to post in the morning and evening, but there are no guarantees. If I miss a day and am holding something up, please have someone post for me. I doubt I will miss a day, but one never knows being in the road.


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)

Looking forward, I was wondering what you all think about me taking levels in Arcane Archer. I always thought that one requirement was you had to be an elf. However, I have been looking at it and do not see any such requirement.

If I did this, I would probably go as follows.

Kzrira Possible Level Progression:

Level 4 - Ranger 2 - Weapon Specialization (crossbow) - Feat(Deadly Aim)
Level 5 - Fighter 3 - Armor Training
Level 6 - Fighter 4 - Bonus Feat & Switch out Weapon Finesse
Level 7 - Fighter 5 - Weapon Training(bow)
Level 8 - Fighter 6 - Bonus Feat
Level 9 - Wizard(Divination(Foresight)) --> always act in surprise round, bonus on Init.
Level 10-19 - Arcane Archer (Would result in some cool bow powers and level 8 Wizard spellcasting.
Level 20 - TBD

I would lose some Fighter bonuses and 5 feats, but would get lots of interesting powers, many of which duplicate, or exceed, similar feats. Also, Arcane Archer gets BAB increases and saves at a rate similar to a Ranger, so no real loss there.

This would be my feat schedule most likely.

Level 4 - Ranger(Deadly Aim)
Level 5 - Weapon Focus(longbow)
Level 6 - Fighter Bonus(Clustered Shots) & Snap Shot (switched for Weapon Finesse)
Level 7 - Weapon Specialization(longbow)
Level 8 - Point Blank Master
Level 9 - Combat Reflexes
Level 10 - None
Level 11 - Arcane Armor Training
Level 12 - None
Level 13 - Improved Snap Shot
Level 14 - None
Level 15 - Arcane Armor Training, Greater
Level 16 - None
Level 17 - Manyshot
Level 18 - None
Level 19 -

Let me know what you all think. I know this is a ways out, but it is always fun to imagine what your character can become.

The Exchange

Male Human Desk Monkey 2/ Logistics Guru 3/ Over-educated 2/Gamer 6

I actually looked into this pretty thoroughly for a previous character and it really comes down to flavor and power/versatility.

My crunching of the data basically suggested that you would gain some fun powers to use in certain scenarios over straight up murder, death, kill. Given that we have a wizard who probably would be better in those situation at that level than you do we really need that? On the other hand we are all sort of double dipping in weird offshoots so it might be fun and it leaves the wizard to do other things like summon giant dragons rather than cast fireball and what not. I think the other conclusion I came to was that an arcane arrow makes a better sniper than a super archer if the distinction makes sense.

My only raise of the eyebrow comes from Kzrira taking a wizard level...just doesn't seem her scene. ;p


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)

True - but she is smart, and there is no reason to not take at least an interest in it. I think that her Tempest Bow increases nicely, but that this will stack with the Arcane Archer bonuses. At level 15 or so, every arrow she fires will be +2 Icy-Burst Shocking-Burst Outsider Bane Holy arrows. Her crits will be really painful.

Keeping the OOC Shorter:

I think that would be:
Vs. non-evil non-outsiders(I assume this will be fire) - 1d8+1d6(cold)+1d6(electric)+2(magic)
On crits - 3d8+1d6(cold)+1d6(electric)+2(magic)+2d10(cold)+2d10(electric)

Vs. evil same +2d6
Vs. Outisders(fire) +2d6 and weapon functions as +4
Vs. evil fire outsiders +4d6 and weapons functions at +4

So on a crit vs an evil fire elemental --> 3d8+1d6(cold)+1d6(electric)+2(magic)+2d10(cold)+2d10(electric)+2d6(holy)+2d 6(bane)+2(bane) plus whatever other feat bonuses I have.
Damage: 3d8 + 1d6 + 1d6 + 2 + 2d10 + 2d10 + 2d6 + 2d6 + 2 ⇒ (6, 7, 8) + (5) + (3) + 2 + (2, 2) + (8, 3) + (1, 2) + (4, 3) + 2 = 58 <-- before feats/str/etc.

I figure that she will use the spells more for buffing her weapon and her companions - Keen Edge, Gravity Bow, Shield, Globe of Invulnerability, Bull Strength, Invisibility, Fly, etc. She will leave the real magic to the good Wizard. I thought about a level of Bard, but with no charisma this did not seem like a likely route for her.

Also, the Foresight bonuses of the Divination wizard make sense for her since as a dex based archer, she needs to be on her toes knowing what is happening next. You are not much of an archer if you let someone get the jump on you.

Really, she would not be taking the Wizard level to become a wizard so much as to learn new ways of increasing the power of her bow - adding a little arcane into the mix.


Aurichalcum wrote:
Auri looks a little surprised to be caught unaware

Ah yes, blindsense. i don't think that would have made any difference other than you would have known ras al ghul was still around.


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

The immortal leader of the league of assassins is here? I did not come equipped for that...


M Pseudodragon - 15pt - Oracle (flame) 4
Sheik Voodoo wrote:
Aurichalcum wrote:
Auri looks a little surprised to be caught unaware

Yah, and would have continued on flying anyhow.

I r in ur tower,
burninating ur Gnollz.


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)

Hey Voodoo, do you have any objections to me using summon monster to summon the mixed elementals such as magma, lightning, mud? Just ones that appear in the beastiaries. Im not going to try to bring in something from a third party source.


Aurichalcum wrote:

I r in ur tower,

burninating ur Gnollz.

ha! ha!

Karethas- let me give them a look when I have some time.


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)

Voodoo- I was hoping to use the lightning elemental this fight. Disarm is good
Vs that big axe, plus it flies. Here's the crunch if you dont have it handy:

Lightning Elemental:

Lightning Elemental, Small
This creature looks like a dark storm cloud, with sparks suggesting eyes and long sweeping arms charged with bolts of lightning.

Small Lightning Elemental
CR 1
XP 400
N Small outsider (air, elemental, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +5

DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 11 (2d10)
Fort +3, Ref +5, Will +0
Immune electricity, elemental traits

OFFENSE
Speed fly 100 ft. (perfect)
Melee slam +5 (1d4 plus 1d3 electricity)
Special Attacks metal mastery, spark leap

STATISTICS
Str 10, Dex 15, Con 10, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +1; CMD 13
Feats Improved Initiative, Weapon FinesseB
Skills Acrobatics +7, Escape Artist +6, Fly +12, Knowledge (planes) +1, Perception +5
Language Auran

SPECIAL ABILITIES
Metal Mastery (Ex)

A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal (such as an iron golem).

Spark Leap (Ex)
A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against whom its metal mastery ability applies.

Paizo Core

This content is from
the Paizo Core Rules.
See here for more details.


sigh, not crazy about lightning in a bottle. that's an awfully big CMB bonus for a 2HD beasty.

how about a chance?
know planes DC 20 or end up with an air elemental instead.

Kardswann is a gnoll chief, not the chief gnoll- he's janni.


M Pseudodragon - 15pt - Oracle (flame) 4

I'll take any edge we can get at this point, I reckon we are in a spot of bother :p


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)
Sheik Voodoo wrote:

sigh, not crazy about lightning in a bottle. that's an awfully big CMB bonus for a 2HD beasty.

how about a chance?
know planes DC 20 or end up with an air elemental instead.

It's not a big deal. If you are not comfortable with it, then I'd rather not use it. I will post my actions shortly.


Karethas- kinda surprised you didn't go with a flock of holy eagles??


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)

Thought hard about it, but I wanted the option of carrying Amir around if needed (for some reason I thought they were weaker than what they are). Plus their +hit/damage is SO low, even with rolling multiple times I couldn't count on the number generator being at all kind. Although, I did ok last round. Summon Monster III is where stuff gets good: Cheetahs, and Leopards, and Aurochs, oh my! If only I could summon the dretch though, stinking cloud is awesome, and lots of DR and resistances /drool.


hi all,
I'm helping a friend move cross country this week and attending Paizocon so my posting will likely be light this coming week.


Male Elf Bard - 1

Ah, have fun :)


i'll update tomorrow night.


VC - Sydney, Australia

Cool mate have fun!


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)

Er, I think there is a limit to how much "fun" one wants the DM to have.


VC - Sydney, Australia

Not really.

If I had it my way I'd issue each GM with a case of Tequila and a busload of Mexican strippers.


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)

I believe GM's should be locked into small rooms and forced to focus on world building and posting on their campaigns. They should only be released to sleep and have wild sex with young models to release their pent up sexual frustration (they go to the bathroom in a bucket in the corner). I realize that this may be a LITTLE unrealistic.


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)

There's some damage rolls!


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 am hoping I got it on the feint but probably not...but the 5 is nice to see. Its not Kzrira damage but none of the rest of us really produce like that at this point.


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 don't either when I am unconscious. Need to get him off of me so that I can get another round or two of shots into him.

By my calculations I have done 60 damage to him as long as his AC is not above 22.


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)

That guy just hits SO hard with his axe. We got this though. I got TWO more acid darts left, so it's no problem. Go 1d6+1 damage! :-)

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