Steel Wolves - A Mercenary Campaign (Inactive)

Game Master Mark Sweetman

The Steel Wolves are a squad of the mercenary company the Blood Hawks. Currently stationed in Kalabuto, though the jungle calls....


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Male Half Elf Wolf Shaman 5

HP = 1d8 ⇒ 5 + 1 fc = 6

Rebuild as Wolf Shaman

- Animal Companion - Wolf - guessing this will be best done when we're finished business in Kalabuto.

- Wild Empathy with Canines as FRA - +4
- Totem Transformation
- Trackless Step

BA - +1
Reflex - +1
Spells - 1 + Bonus Second level
Skill points = 5
- +2 Handle Animal
- +1 Heal
- +1 Stealth
- +1 Survival

changing Teamwork Feat to Shake It Off and still have to pick a bonus feat.


Minor Crab-beast

Sentis - I have something in mind for your wolf ;)


male Half orc Shapeshifter Skirmisher 5

1d10 ⇒ 4

The rest of the changes will be made when I get home from work.


Male Half Elf Wolf Shaman 5
DM - Voice of the Voiceless wrote:
Sentis - I have something in mind for your wolf ;)

Sounds cool. Still looking for a good feat. Any suggestions?


male Half orc Shapeshifter Skirmisher 5

hp: 4+1(FC) = 5

BAB: +1, Will: +1

Endurance (bonus feat)
Shifter's Blessing (Su): swift action, 6 rounds per day, form of the bear (+4 enhancement to str, 20 ft speed)

feat: Improved Unarmed Strike
skills: heal +1, know (dungeoneering, geography, nature) +1 each), Perception +1, Stealth +1, Survival +1


Male Keleshite Magus(Kensai Archetype)/5

Ok, so I believe I have 9 1st level spells in my spellbook as a 3rd level Magus.

My spells so far: Burning Hands, Expeditious Retreat, Magic Missile, Shield, True Strike, Vanish and Warding Weapon.

Only spells I don't want are cold ones, to keep with the the whole fire/sun deity worshiper theme.


Male Half Elf Wolf Shaman 5

I really like the magus class. Im playing a Bladebound in another game. Great synergy.

I decided to take Precise Strike as my 3rd level feat. Pretty sure Im done and ready for review Voiceless.

Im going to go back and get a run down of all the treasure we've found later today as well.


Male Keleshite Magus(Kensai Archetype)/5

Hmm, I had put a question asking for suggestions on what my last two spells should be, but it seems to have gotten lost.


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +

1d12 ⇒ 10

That'll do, :)

I'm looking at a few of the barb archetypes, and there's abilities I like, but they usually come in a package with abilities I don't.

For example, I like the Urban Barbarian's Controlled Rage, but I don't like Crowd Control.

Would you allow me to sort of mix-and-match abilities?


Minor Crab-beast

Doc - I'm open to mix and match, as long as it is fairly balanced in the final reckoning. Put together a package and I can have a look.


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +

I'm thinking Armored Hulk with Controlled Rage.


Male Half Elf Wolf Shaman 5

ok heres a rundown of the loot we've found so far. Some of it has been claimed already but I didnt take the time to note all of that. Now we can decide what to do with it all. I reckon I need to make some spellcraft checks on some of it as well. Will note those after each item.

10 x strange marked gold coins
300 gp worth coins and gems
Jeweled flask
Small statue of a humanoid - 1d20 + 5 ⇒ (4) + 5 = 9
sack of Fast Healing - 5 uses
+1 shield of battering?
2 spellbooks
works of art worth ?
10x mithril arrowheads
3x adamantite sling stones
cold iron battleaex head
cold iron swordblade
obsidian battleaxe head (magic) - 1d20 + 5 ⇒ (16) + 5 = 21
laether bound, metal shod and padlocked book - Grusk unlock please?
3x deck of cards - 1d20 + 5 ⇒ (18) + 5 = 23, 1d20 + 5 ⇒ (6) + 5 = 11, 1d20 + 5 ⇒ (9) + 5 = 14
sealed wooden box inlaid with mother of pearl - 1d20 + 5 ⇒ (8) + 5 = 13
long johns! - 1d20 + 5 ⇒ (13) + 5 = 18
weapon hilt - 1d20 + 5 ⇒ (3) + 5 = 8
shaman mask - 1d20 + 5 ⇒ (9) + 5 = 14


Male Half Elf Wolf Shaman 5
Memluk "Blaze" Seljuk wrote:
Hmm, I had put a question asking for suggestions on what my last two spells should be, but it seems to have gotten lost.

Lock Gaze - You compel the targer to look at you and only you for the spells duration. this grants other creatures concealment to the subject.

Mirror Strike - you briefly alter time to split a melee attack into two attacks. On your turn make one attack and compare it to the AC of two enemies with in your reach. +2 if they are flanking you. If you hit both you can do half normal damage to each. Hitting only one allows you to do damage as normal to that one. On a crit threat, confirm as normal against each opponent with one roll. If both confirm dael half crit damage to each. if only one is confirmed its a normal attack.

Unerring weapon - grants weapon a +2 to confirm critical hits (plus an additional +1 for every 4 caster levels)


Male Keleshite Magus(Kensai Archetype)/5
Drannigan "Doc" Piper wrote:
I'm thinking Armored Hulk with Controlled Rage.

Just curious, but why do you wanna go Barbarian at all? you seem to be kicking enough ass as an Alchemist, why change that?


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +
Memluk "Blaze" Seljuk wrote:
Drannigan "Doc" Piper wrote:
I'm thinking Armored Hulk with Controlled Rage.
Just curious, but why do you wanna go Barbarian at all? you seem to be kicking enough ass as an Alchemist, why change that?

In early levels a caster type can do fine in melee with a couple buffs and decent stats. As the game progresses the HP difference and the BaB difference become too much. Doc won't be able to perform like he has been for much longer without a martial boost.

Also, I think it is fun to be able to rage, mutagen as a move action, and Enlarge as a standard and go from a 12 strength caster to a 22ish strength behemoth when I need to. It's really just a matter of style. I think I'm only going to go with one level.


male Half orc Shapeshifter Skirmisher 5

For the swordblade and sword hilt, what kind of sword? Darkbiter might be interested in the either of those, depending the exact type, and the cold iron battle axe head.


Male Keleshite Magus(Kensai Archetype)/5

Ragechemist sounds good, but I don't think you can take that plus Chirurgeon.

Also, why ya need to be a meleer? Think we got that pretty well covered.

Not trying to change your mind, just curious. As long as you don't change Doc's personality, which i love, his classes can be whatever.


Male Half-Elf Martial Artist /4

Ragechemist has that - to int and saves that is not to good. Doc walking around in heavy armor and raging just sounds scary to me.


Minor Crab-beast

Doc - I've struggled trying to reply in an appropriate way, but figure that direct is probably easiest. As a player / DM I have a dislike to single level dips - especially when it seems to only be done to cherry pick abilities that are generally class specific.

Can you give a reasonable 'in character' reason as to why the barbarian level would work for Doc? - I've looked back over your posts to date and I'm just not getting that feel.

Sentis - thanks for the loot list, I'll give some more info later on when I have time.


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +

The image I've always had for Doc isn't something that's easily done with one class. I have this problem a lot which character concepts. In my head the characters I want to play are always more versatile than a class allows. (remember when I wanted him to have bardic type abilities at the beginning?)

If I had my way, Doc would be a fully armed and armored battle-music blasting cleric type with bombs and elixirs instead of divine spells, fine at long range or short.

We do have Melee plenty covered, and that's part of the issue. You are all fast and very mobile. You close pretty much right off the bat. I deal splash damage. I can't use my main attack without dealing splash damage to at least one of you. All my secondary ranged abilities cost about 13 gold a shot, have easy saves and don't deal much (if any) damage. All my Elixers are utility spells, and I run out of them really fast (and then can't heal) so melee is pretty much my only option until I get rich enough to be able to dump 50 gold on every battle without caring.

The fact is, swinging a hammer at things does more damage than my primary ability and doesn't cost any money or endanger my allies, so I've been doing that more.

When I came up with the idea of going Barbarian, everyone seemed to like the idea. Now that I'm doing it, I'm getting a lot of resistance.


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +

What I'd really like is for Doc to be able to use guns, but there isn't an alchemist archetype that allows it and I'm already a Chiurgeron. It's another issue of the rules not really supporting the character ideas I have.

It's basically impossible to be a bomb-tossing, gun-slinging, pipe-playing alcoholic doctor. Sad really.


Male Half-Elf Martial Artist /4

Doc with a gun even more scary. Bomb tossing,gun-slinging,pipe-playing alcoholic doctor? I think you could pull that off but would need a lot of multi-classing. On the gun-slinging yeah bit tough without taking a level in gunslinger or one of the archetypes that gives guns.


Minor Crab-beast

For clarity - I don't have an issue with you going Barbarian, it's more the 'only one level' part.

Getting guns isn't actually that hard, only costs one feat for proficiency.


Male Human Fighter 4

I personally would love to see Doc with guns. I am a huge fan of guns in my fantasy. If you wouldn't mind I could come up with an Alchemical Gunner archetype and submit it for DM Voices approval.


Male Half-Elf Martial Artist /4

DM Voiceless you forgot and costs 1,000 odd gp pieces.


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +
DM - Voice of the Voiceless wrote:


Getting guns isn't actually that hard, only costs one feat for proficiency.

Feats are way, way more valuable than levels. I'd never spend a feat on a weapon proficiency. Not when I could just take a class or archetype that would give it to me as part of a larger package.

I looked up a gun-alchemist archetype someone here made. It's pretty good.

take a look

It's basically what I've already been doing. Doc's "alchemy gun" is his mortar.

Basically he'd lose Throw Anything in favor of Firearms proficiency and the ability to use a special gun to deliver bombs and infusions and stuff (which is pretty much what we've already house-ruled).

If you allow that, I'll stick as a straight alchemist and just shoot things when I want to not splash my allies with fire.

The core difference from normal bombs is that alchemical bullets don't deal splash damage. I figure to keep continuity, I'll just take a discovery to be able to choose to deal splash damage or not.


Minor Crab-beast

I would be very wary of the linked archetype - as it gives your bombs a x4 crit mod, amongst a few other issues I have with it.

Put forward a full archetype style build that you are happy / desire and I can review it.


Minor Crab-beast
Kaavel wrote:
DM Voiceless you forgot and costs 1,000 odd gp pieces.

Yes it costs money, or a feat. But it is a character choice.


Male Half-Elf Martial Artist /4
DM - Voice of the Voiceless wrote:
Kaavel wrote:
DM Voiceless you forgot and costs 1,000 odd gp pieces.
Yes it costs money, or a feat. But it is a character choice.

Yeah I know it is a character's choice but you made it seem as if it was just a feat to use firearms. It also cost a lot of money unless you are a gunslinger or one of the gun archetypes. Most low level characters do not have that kind of gold pieces to throw around.


Male Keleshite Magus(Kensai Archetype)/5

What about adapting Splash Weapon Mastery to use with bombs n such to allow Doc to not hit us?


Minor Crab-beast
Memluk "Blaze" Seljuk wrote:
What about adapting Splash Weapon Mastery to use with bombs n such to allow Doc to not hit us?

There is already an avenue to minimise friendly splash damage through the Precise Bombs discovery.


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +

You're the GM. From the beginning I've stated what I'd like and offered a few ideas on how to get them. Mostly you haven't liked any of them, or have told me I'd need to give up things I wasn't willing to, which is your prerogative.

I've adapted the character concept quite a bit to suit the story you're trying to tell. At this point though, I'd like to just let you handle the nuts an bolts.

I want guns. How do I make that work without having to spend a feat and a buttload of money to do it?

There are a number of ideas for a gun-alchemist archetype on these forums. I'm kind of frustrated, so rather than put in a bunch of work that you might just say no to, why don't you tell me how you want it to work?


Minor Crab-beast
Drannigan "Doc" Piper wrote:

You're the GM. From the beginning I've stated what I'd like and offered a few ideas on how to get them. Mostly you haven't liked any of them, or have told me I'd need to give up things I wasn't willing to, which is your prerogative.

I've adapted the character concept quite a bit to suit the story you're trying to tell. At this point though, I'd like to just let you handle the nuts an bolts.

I want guns. How do I make that work without having to spend a feat and a buttload of money to do it?

There are a number of ideas for a gun-alchemist archetype on these forums. I'm kind of frustrated, so rather than put in a bunch of work that you might just say no to, why don't you tell me how you want it to work?

In defence of myself - the initial character discussion that you had with Pentor was prior to my arrival, so I had no input or veto in terms of that. I've let most of it slide because I didn't have strong feelings about it one way or the other.

I'd like to feel that I've been reasonable and open to changes and a few rule bends along the way - though I'm getting a distinct vibe from yourself that for some reason you are unhappy. I'm sorry about that, but from a DMs perspective you are being very agressively power-gaming at the moment.

If you want guns you need to make some degree of sacrifice to a regular Alchemist. The one archetype that you linked up did not have any reduction in power, only a significant increase.

I have no desire to put in a bunch of work just for you, that you may very well turn around and say no to.

If you want guns, burn a feat and spend some money.


Male Half Elf Wolf Shaman 5

@ Doc - I thought your intention was to be the company medic? You even mentioned in character last time Sentis healed you. He is 'Doc'. Yet you seem to be more focused on dealing damage instead of healing it. Which I dont have a problem with at all. Just seems to be a conflict of interests.

And the rules totally allow you to be a raging, song singing, drunken fist, bomb throwing, spell slinging, etc, etc character but at a huge power loss. Thats why the class level cap abilities are so awesome. It pays to stick with one thing or two at most. Crossclassing so you can do 'everything' is allowed it just means that youll suck at each of them in the long run compared to a character that has been devoted to it.

If you really want guns then why not just crossclass with gunslinger Doc? Then work on a alchemical/gunslinger prestige class. Then you get the gun for free. I can totally see Doc wielding a shotgun and launching a grenado every now and then.


Male Half Elf Wolf Shaman 5
Darkbiter wrote:
For the swordblade and sword hilt, what kind of sword? Darkbiter might be interested in the either of those, depending the exact type, and the cold iron battle axe head.

The only thing I remember was that they the hilt and sword wont work together.


Minor Crab-beast

Sorry for lateness, but the sword hilt should have the following descriptive text:

"When you grasp the hilt, an otherworldly shape takes place extending from the hilt and resembling a short sword blade. It is wispy and indistinct, and does not affect any living or dead objects as though it were a blade.
You wonder if it would affect those creatures that only partially exist in this world as though it were solid?"

Acts as a +1 short sword against incorporeal creatures, but no effect against corporeal.


Minor Crab-beast

Just one more input onto the guns debate.

I could see the addition of guns plus some more for the loss of the mutagen. I don't think Doc has downed a mutagen yet in game, so would that be something you are open to trading out?


Minor Crab-beast
Loot wrote:


Small statue of a humanoid - Jog my memory - where was this one from?
sack of Fast Healing - 5 uses
+1 shield of ? secondary use unknown
2 spellbooks
works of art worth Vankerman would have consolidated this in with the books to turn into cold hard cash
cold iron swordblade longsword sized
obsidian battleaxe head (magic) - Vanilla +1 if fitted to a haft
3x deck of cards - Three 'riffle scrolls' basically scrolls that have the silent spell meta-magic in built and are cast by flicking through the cards. 'Feast of Ashes' - 2nd level Druid; 'Glitterdust' - 2nd Level Wizard and 'Cure Moderate Wounds' - 2nd level Cleric
sealed wooden box inlaid with mother of pearl - TBC
long johns! - All you can find out is that they are not harmful and will function when put on...
shaman mask - you cannot discern anything more.


Male Half Elf Wolf Shaman 5
DM - Voice of the Voiceless wrote:

Searching the boggard you find a couple of items of note above the standard trappings of war. The shaman was carrying a small satchel that is filled with a gritty salve, and a small statuette of a humanoid that is currently caked in grime.

Additionally in the corner of one of the huts that the boggard appeared to be sheltering in you find a small sack sealed at the top with a drawstring. The sack appears soaking wet, though does not seem to be leaking water.

** spoiler omitted **

Although you search the clearing for tracks, you don't find anything that suggests there were more than four boggard here.

Dm Voiceless - see above in bold.


Minor Crab-beast

Sentis - gotcha. That one isn't magical, just a well carved stone figure of a cyclops (don't think anyone even bothered cleaning it off when it was found). Worth 20gp open market or more to a collector.


Male Half Elf Wolf Shaman 5

Sounds like it would just be lumped in with the art then?


Minor Crab-beast

Well the art was plundered from the vault, which Vankerman has a piece of. The statue came from the boggard, all proceeds of which go to your purse alone.


Male Half Elf Wolf Shaman 5

gotcha. That'll come to 3 gp, 3 sp, and 3 cp each.


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +
DM - Voice of the Voiceless wrote:

Just one more input onto the guns debate.

I could see the addition of guns plus some more for the loss of the mutagen. I don't think Doc has downed a mutagen yet in game, so would that be something you are open to trading out?

This sounds fine. I haven't used it anyway.

How do you want it to work?


Minor Crab-beast

I'll think on it and put up some suggestions later.


Male Human Fighter 4

And when cort and doc wake from their night of revelry, we discover that in a blacked out drunk flash of inventive insight, doc made a new weapon.


male Half orc Shapeshifter Skirmisher 5

As for the loot list, Darkbiter will take the hilt for the incorporeal shortsword if no one else wants it, and the cold iron battle axe head. He doesn't really need any of the other stuff.


Male Half Elf Wolf Shaman 5

Sentis is curious yet very wary of the shaman mask and would like to study it further. He'll also take take the Druid scroll/deck of cards for obvious reasons.

Im pretty sure Blaze can use the wizard one and he should check out the spellbooks we got as well.

Grusk will probably be the only one that can use the Cleric scroll/deck of cards unless someone else has Use Magic Device?


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +
Sentis Spinis wrote:

@ Doc - I thought your intention was to be the company medic? You even mentioned in character last time Sentis healed you. He is 'Doc'. Yet you seem to be more focused on dealing damage instead of healing it. Which I dont have a problem with at all. Just seems to be a conflict of interests.

When the game first started we didn't have a healer. I thought it would be amusing to have a demolitions expert who was shoehorned into being a medic because there was no one else more qualified. Frankly. Doc is a lousy medic. He actually has a wisdom penalty. The heal skill is something he knows, but it's not like he's talented at it. He also has a really small number of healing potions he can make per day. Definitely not enough to keep up with an entire party full of melee types.

Until I get to about 4th or 5th level and can start cranking out the permanent kind of potions en masse I'm just not very good at my job. I thought it would make the beginning of the game extra gritty and amusing, kind of like the Black Company books. I figured we'd just spend a lot of time nursing our wounds and griping like grumpy soldiers.

I honestly had no idea you were going to be a perfectly capable healer. It turns out that instead of having about 1/2 a healer, we have about 1.5 healers. We're a little overstocked, which is never a bad thing.

Doc was comic relief from the beginning. I mean, c'mon, he's a dwarf named Doc...

The jokes on me though. My whole build was designed to be "bad at his job but makes up for it in other areas". Turns out "bad at his job" translates to "mostly obsolete", and I didn't really like the fact that I couldn't really deal damage without hurting my allies, so I started thinking about other options. That's where most of this reinventing has come from.


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +
Sentis Spinis wrote:


Grusk will probably be the only one that can use the Cleric scroll/deck of cards unless someone else has Use Magic Device?

Yup. Sure do.

I won't fight him if he wants them though.

I can also learn new alchemical formulas from spellbooks, provided they are on the formula list, so I'd like to see what's in the ones we picked up and find out if I can use any of it.

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