The Absalom Gambit (Inactive)

Game Master Vuvu

A sandbox campaign focused on Absalom and the sewers beneath it.


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Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

No problem I shortest myself on the point buy earlier and mini caught it lol. I just didn't want you to miss it at some point where you really needed it


Unnamed

Bah you have ruined my plan to short you all by one point on everything and then...profit


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Just a heads up that I may only get one post up today also. I'm on a business trip with a couple of big presentations. Should be at a quicker rate again come Friday.


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Oh, quick question too on how nasty we're going to play the haunted curse. Before I go about setting the gems on the ground, is it safe to assume that doesn't count as a "drop."


Unnamed

correct. It must be let go from...lets say. 6 inches at least


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Mini we need to work out some details on my patron here soon. I don't know if you have anything you would like me to use or make up my own name and goals for it....


Unnamed

Yes make up your own patron details, though happy to help. Perhaps something related to herbal healing, whatever.

Also lets discuss somekind of herbal remedy that you can create with the correct ingrediants. I am thinking in addition to the regular anti-toxin, anti-plague etc, something that is the the equivalent of the old cure minor wounds.


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

I'm down with that hmmmm. Something made with a few surface herds and an underdark mushroom that the only place he knows that it grows is near where his people used to live. He can't seem to get it to grow on the surface yet but he's trying. Grind it up in a thick paste with a bit of spider venom that causes numbness and coat bandages with it?
That and I look towards making troll sypetic soon but its 100gp a pop and too unreliable for me to spend that much on if I'm not making it myself at much cheaper.

As for the patron I don't really have anything in mind yet almost want to go pick a plant or earth patron instead of healing to reflect your idea... maybe do something like the Erlking but more healy than hunter. Any suggestions? I wish there was a feat that let you take a second patron list lol or an archetype of course what would you give up you know.

As for my spells they are mainly focused for what he was and will be expanding that as soon as I can to more of a buffer and a bit of battlefield control as I can. I don't want the badman anywhere near me if I can help it.

Edit....

I love the card table discourse. You guys rock this is gonna be great


Unnamed

sent you a pm, accidentally from the wrong alias


Unnamed

So all of you are aware. I have approved/created an herbal healing potion.

Anyone with Craft Alchemy can make it and a knowledge Nature 15 identifies herbs that can work.

DC 21 (costs 20 GP to make 10 if you gathered materials)
Effect 15 minutes after imbibing target is healed 1d3 HP
Restriction: a target can only be effected 1 time every 24 hours by the brew.

Seems pretty fair to my brain. Objections are allowable.


Male Oread Student of Stone Flowing Monk/4 Lore Warden 2 (AC 22/21/18, HP 53/53, Fort +9, Ref +8, Will +7)

Hehe after reading about Varin's mask I was thinking to myself, we have a bit of a Dorian Grey in our group.


Unnamed

I am still working out exactly how the meet up happens, but shortly there will be some spoilers posts for Varin as I start moving him the direction of the underground where you all will meet somehow.

I actually like this potential group even more than with garrick, and I really liked that character.

The card game is just a way to keep your characters in the world, and learn more about each other. As Boneyards test has a bit more to go. I did not want you guys to lose interest in the interim


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Yep lol felt the mask eats my evil and pain lol. Sadly I still get older and scarred.


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

1d20 + 5 + 2 + 4 + 2 ⇒ (16) + 5 + 2 + 4 + 2 = 291d20 + 5 + 2 + 4 + 2 ⇒ (18) + 5 + 2 + 4 + 2 = 311d20 + 5 + 2 + 4 + 2 ⇒ (8) + 5 + 2 + 4 + 2 = 211d20 + 5 + 2 + 4 + 2 ⇒ (19) + 5 + 2 + 4 + 2 = 321d20 + 5 + 2 + 4 + 2 ⇒ (14) + 5 + 2 + 4 + 2 = 27

How's this


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Sweet that's 5 by 5 woot


Unnamed

Yes fall into my little plan of making you use up all your good rolls now mauahahaha


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Not hardly I roll like champ. Makes my rotrl players cry and note one of those was an 8 lol. I'm just worried about when I try to hit something with my sword lol. I never want that to happen.


Male Oread Student of Stone Flowing Monk/4 Lore Warden 2 (AC 22/21/18, HP 53/53, Fort +9, Ref +8, Will +7)

So I have a question regarding 2 feats. Agile maneuvers (use dex for CMB) and fury's fall (add dex to CMB on trip). I'm curious how they would work together on a trip attack would they overlap and let me use double my dex bonus?


Unnamed

not sure. I will take a look and get back to yo on that. I will also check the forums as well that sounds like a FAQ to me


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

And thank you all for this chance to play with you guys. I never ever get to play always the one running the game at home.


Unnamed

I will allow it, not sure what the official rule is, but upon thinking about it it is two feats for the bonus and I do not think that is OP'd

go for it


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Nice go Ehad.


Male Oread Student of Stone Flowing Monk/4 Lore Warden 2 (AC 22/21/18, HP 53/53, Fort +9, Ref +8, Will +7)

Hehehe. This should be interesting over the next 3 lvls I'll end up getting an additional +8 from class abilities and feats to my trip. I might get agile maneuvers for another +2 but its not a super big thing.


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Whew don't trip me when you start tripping the whole room at once lol. Also I has enlarge person for you. That is if you can benefit from it.... Can you??


Unnamed

Such a shame that by then you will have been teleported to the land of the centipedes


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Nah he can trip them too he can trip anything **in a small child's voice full of wonder and conviction**


Male Oread Student of Stone Flowing Monk/4 Lore Warden 2 (AC 22/21/18, HP 53/53, Fort +9, Ref +8, Will +7)

Lolz. It's true, at later levels tripping isn't as good because of cant be tripped abilities, flying, and such. But it will be hilarious when it works. Just imagine flurry on blows: unarmed strike, get a bonus +4 to trip, trip on the second attack, get 2 AOO from that and swing with a third attack, so with a flurry of blows giving 3 attacks, ill snag a 4th. Granted, it means fewer AOO on others, but on the few I do it, it means lots of attacks on them.


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Nice now can I smack you with enlarge person?? Large sizes tripping monk Ftw


Male Oread Student of Stone Flowing Monk/4 Lore Warden 2 (AC 22/21/18, HP 53/53, Fort +9, Ref +8, Will +7)

Lol. I want to try a halfling monk at a high lvl game. Their variant allows you to count yourself 1 size larger for tripping every 4 lvls you have. Can you imagine a small halfling tripping a giant? Oh the comic relief. How would you honestly respond to that?


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Wow that's awesome.


Unnamed

boneyard, i botted a basic post for you, i think it stayed in your style. no worries, i know my answer to your question was not in time for you to post.


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

So what time zone is everyone in?


Male Oread Student of Stone Flowing Monk/4 Lore Warden 2 (AC 22/21/18, HP 53/53, Fort +9, Ref +8, Will +7)
Varin Artusk Darkthane wrote:
So what time zone is everyone in?

Currently CST but. I'll be moving to MST in December.


CST here.


Unnamed

PST

almost ready to get your start there Varin?


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Yes I am and I'm est but work third shift and don't sleep much so I'm just here heh.


Unnamed

Ok, as soon as you get your spells fixed up, let me know and we will get you started


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Gonna switch it for delusional pride. Just need to edit and I'm good to go

Edit done


Unnamed

ok, I will make your first post


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Thought I had a bit more to wait. Not that I'm complaining mind you. Sweet I get to play now.


Unnamed

its up, it will be a while before you are working with the party thats all stories are branched right now, they will meet up somewhere underground


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Oh okay something for me to do got it. Totally okay with that.


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

This will be fun I have no investigative skills at all. I could use Boneyard right about no heh. Next step Tirns place.


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Would I have knowledge of anyone who could help that the guard might listen to? Because if I do it gives me another option than the stupid thing I'm about todo.....


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Sorry didn't realise there was a difference in dice expression since last time I did this. It was editing out my tags.


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Mini I fixed them.


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

I'm another CST btw. Thanks for the patience everyone. Looking forward to getting things rolling again.


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Hope your meetings went well. Besides Boneyard we all know what's really important gaming......... Lol Nah man its good stuff happens besides MiniGm kept us amused quite well.


Unnamed

Another note for all, if you see a skill check listed in a spoiler than it is a link if you succeed on it. Since you cannot spoiler in a spoiler


Male Human Rog 3/Wordcaster(spellslinger) 3 (Mythic Sneak) | AC 23 (armor+5 Dex+6 NA+1 Pro+1) | T 17 | FF 18 | HP 55 F +6 | R +12 | W+7 | perc +10 | Int +7

Still alive! for now.
Strange events have occurred and my world of magic has taken on both a sinister and wondrous new depth.

Hope your tests are as perplexing as mine,
good luck.

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