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Sheik Voodoo's Katapesh Nights

Game Master voodoo chili

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


2,251 to 2,276 of 2,276 << first < prev | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | next > last >>

Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 78/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Glad you are sticking with us - although considering the company, you might want to have your sanity checked. The goal is to get to the end of this. This is by far my oldest game, and I want to keep it that way.


AMIR!

You are a glutton for punishment, sir. Considering Amir's just TERRIBLE history with the dice : )

Don't stress about taking time as you need it. You're always welcome to continue as you can. I can bot as needed. Just glad you're in for the long haul. AND we're heading into the FINAL STRETCH!

First AP I'll actually finish (more or less). I was in a group that got through Shackled City, but I was away for about a third of it.

btw. I think I lost track of XP and it's about time to level up. No rush, but I'm sure y'all will appreciate another level!


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50)

Glad to hear you're sticking with us, Amir.

And, Voodoo, I'll certainly take a level.


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)

I like levels.


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)

HP: 1d6 + 1 ⇒ (1) + 1 = 2 (Toughness) Sigh! I blame Amir.

Spells: Teleportation
Wall of Stone

Skills:
+3 Fly
+1 Knowledge: Arcana, Knowledge: Planes, Perception, Spell Craft, Use Magic Device

Feat: Arcane Discovery (Opposition Research: Abjuration) Yay for overcoming a weakness from my character history! :-P to those stuffy college professors!


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)

BTW, I suggest that everyone take some points in the Fly skill. It becomes increasingly important at higher levels and more so with the rules VooDoo is using.


Karethas ibn Faradin wrote:
... \more so with the rules VooDoo is using.

Which are THE rules! ; 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)

For some reason I thought they were the Unchained rules. My bad :-).


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 78/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Arcane Archer 1 --> +1 BAB, +1 Fort, +1 Ref, Enhanced Arrows(magic)
HP: 1d10 ⇒ 9

Skills:
+2 Fly
+1 Handle Animal
+1 Linguistics (Ignan)
+1 Perception
+1 Stealth
+1 Ride

Feat: Snap Shot <-- should probably take point blank master, but this will allow for flanking with Amir


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 78/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Voodoo - would you at some point allow retraining? It is likely that we will not have time, but if we do, I would be interested in retraining the Ranger level - either retraining it to Fighter or Arcane Archer. In the alternative, she could retrain the favored enemy, although Kzrira REALLY does not like gnolls, so this would be a little strange.

Retraining the Ranger to AA would get her elemental arrows next level, which would probably be appropriate with all we have gone through.


No time for retraining at this point.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23[/smalle94 [smaller]Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17)

MMhhmmm rogue or fighter....

Oh right. FIGHTER!

Reliable strike! At 5th level, a weapon master may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse. He can use this ability once per day at 5th level, plus one additional time per day for every five levels beyond 5th.

YA know, because I roll so great...:p

HP: 1d10 ⇒ 9
+1 BAB

Skills:
Stealth
Perception
Acro
Disable Device
Bluff

Weapon Specialization

Not my FC so...boo to that.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50)

Cleric 8:

+1 BAB;
+1 Fort, + 1 Will
Spell Memorization: +1 3rd; +1 4th
Skills:
+1 Fly, +1 Perception; +1 FC: Heal

New Domain Powers:
Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Not sure about the feat yet, but extra rage is a leading contender.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50)

Extra rage it is..


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 78/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

FYI - I will be out for the weekend. Going to CarnageCon in Vermont - if anyone is going, look for me.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50)

If something of us are heading back to Katapesh (I figure, given the Div, I'd recommend not going alone), we can sell the gear we picked up and, at the very least, pick up a new healing wand or two.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23[/smalle94 [smaller]Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17)

I wanna take a look and see are there minor items that might aid in some of these fights. Obviously we are highly unlikely to find things past a certain level of power just sitting on the street.


Kzrira Maiwith wrote:
Wondering if it would be possible to have my bow upgraded to Bane(outsider(fire)), or adding the Frost ability to it.

no time to enhance a bow, but you could likely find arrows.


NOTE: I'm on the road most of the next week. May pop in once or twice, but not much happening. It would be nice to get some direction for the jaunt to Katapesh City. I'm not going to drag it out, but a location for the arrival and any particular business to transact would help with the montage.


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)

In an out of the way spot of Karethas' family estate is the arrival location. I figured it would count as very familiar. Karethas would follow Amir's advice about where to obtain the spells, but maybe the college if they offer that to non-students or faculty.
It seems like the rest of the party kinda drops off when there is planning to do :-P.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50)

Just didn't think I was part of the teleport team -- would recommended doing some shopping from the clerics at the Vault -- (for our CLW wands, at the very least).

While Varkata would rather trying to buy healing gear from the tavern, there's no guarantee they'd have wands or other goodies) available and I imagine we'd get some goodwill for the Oasis.


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)

I thought we were all going, but splitting into to teams once we got there because Karethas need to get his spells and then spend time putting them in his spell book.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 78/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

I am also traveling. Will be able to post some, but not a lot.

Kzrira will restock on the usual, silvered, cold iron, adamantine, blunt, etc arrows.

She will buy arrows, but ammo is really expensive as I recall.

It will cost 8000, but if we have the cash, she would buy 25 Outsider(fire) Bane, and 25 Outsider(evil) Bane arrows.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23[/smalle94 [smaller]Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17)

I will double check by options to buy but its also a busy week for me too.


Greetings! I'm back. I hope everyone had a good TG.

Karethas can bring along three so everyone can go along if they like. I wasn't sure if Varkata was implying that she would like to stay back to guard the monastery. Def Karethas and Amir should go and it sounded like Kzrira wanted to tag along as well.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50)

Figured (incorrectly) Karethas' carrying limit would preclude us all going -- and tactically thought it was wise that one or two of us remain here in case the Gnolls come back

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