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| 101 to 150 of 154 |
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| Sverinn Nistarc |
| Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light |
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So think Amazon basin with daily rainfall?
Lots of bugs, lots of heat and humidity.
This clearing will suck then, better back at beach where off shore breezes can cool us off and the sun can dry us out.
Unless we have enough casters willing to use prestidigitation constantly to dry clothes and gear, and someone with spells to ward against vermin. Otherwise diseases will be frequent (think malaria, foot rot, among others).
| Ekembe Jambaya |
| HP: 46/46 | AC: 19 (14 T / 16 FF) | CMD 18 | F/R/W: +7/+9/+6 |
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Been thinking about what direction to take Ekembe in and while I am still sold on focusing on Ranger from here on out, I am very tempted to pick up one more level of witch.
If I did, it'd bump my caster level up to 5th and get me a 2nd level spell. Namely, false life. I really wouldn't mind running around with an extra 6-15 hps for 5 hours every day. And with just a single level 2 pearl of power, suddenly that's almost the entire adventuring day. With a level 1 pearl I could keep my mage armor up for the majority of the day as well.
If I do snag that 3rd level of witch, I'm not sure which level to do it at though. Ah the agonizing choices of multiclassing! =)
| Ekembe Jambaya |
| HP: 46/46 | AC: 19 (14 T / 16 FF) | CMD 18 | F/R/W: +7/+9/+6 |
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Hey Marty, I just read back through the thread and I don't think we got xp for fending off those scurvy pirates. If we did get it, could someone point me to the post?
Still, unless we got something like 2,500 xp for it, I don't think we're all that near to leveling.
| The Island DM |
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Ahh, your right. See I had forgotten slightly. I had planned on giving out XP for everything at intervals. Instead of every combat....
Sooo:
Crabs: 550xp each
Navigating the ocean and storm: 200xp each
The Pirates: 1,000xp each
Impliangs and Camp setup: 300xp each
Screeching Lizards: 600xp each
Trappers and Bell: 1,600xp each
Which makes 4,250xp each up until this point. Pretty sure I decided on using the "Fast Track" for experience from the beginning. Which still works, especially since its an online campaign and things move a bit slowly to begin with. I'm pretty sure this levels everyone up, my plan was to have the Bell fight level you all up, so if anyone isn't at next level, it won't be long :) and remember with a new level also means you gain a hero point.
Now, about that flashy chest ey?
| Ekembe Jambaya |
| HP: 46/46 | AC: 19 (14 T / 16 FF) | CMD 18 | F/R/W: +7/+9/+6 |
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Level 5!
+1 Ranger Level
Hit Points: 1d10 + 4 ⇒ (4) + 4 = 8
Feats
| The Island DM |
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I say we throw away all 1's rolled for HP, otherwise things could get a wee bit unfair for our heros. Jacen, re roll that one.
And everyone; include the following when leveling up:
New Skill points and where they were added to,
New feats, spells, abilities, or anything.
I basically want a list; just like Ekembe did. If you like, use this.
Feats and Class abilities
Bonus feats, level feats and any new or upgrades to class abilities
Skill points Total number here
Then list each skill and how many ranks were added
Spells
Include the total of each spell level 1)spells known/added to spell book and 2)New Spells per day allotment.
Misc stuff
Hero point would go here, additions to Attributes, saves, special skill bonuses. And anything else you might get from gaining a level...
| Sverinn Nistarc |
| Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light |
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Level 5
Wizard +1
Hp 1d6 ⇒ 3
Feats:
Wizard: Craft Magic Arms and Armor
Level: Breadth of Experience
Skills 2+5
+1 Bluff
+1 Diplomacy
+1 Craft (Carpentry)
+1 Fly
+1 Linguistics (Osiriani)
+1 Perception
+1 Spellcraft
Spells: Spiked Pit, Haste.
Are we using hero points?
| Jacen Featherfoot |
| Alch 5 HP 25/31, AC 21/15/17; CMB/CMD +5/18; F+5, R+9, W+3; Perc +11 |
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Level 5
Alchemist +1
Hp +5
Feat: precise shot
Abilities: bomb 3d6, poison resistance +4
Extracts: cure moderate wounds
Skills: acrobatics +1, craft(alchemy) +1, disable device +1, fly +1, k. arcana +1, k. nature +1, perception +1, spellcraft +1, umd +1
| Rowan Allistar |
| Male Human Druid 5, Hp 36, AC 16/12/14 F +7, R +4, W +10; Init +2, Perception +13 |
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Level 5
Druid 5
Hp +5 (2 rolled, 2 con, 1 favored class)
Feats & Class Abilities
Feat: Natural Spell
Class Abilities: Wild Empathy +1 (total +6)
Skills
4+1+1
+1 Fly
+1 Knowledge(geography)
+1 Knowledge(nature)
+1 Perception
+1 Spellcraft
+1 Survival
Spells
Domain: call lightning (3)
New Slots: Level 3 = 2+1(D)
So I did, Ekembe. Thanks for the heads up.
| Ekembe Jambaya |
| HP: 46/46 | AC: 19 (14 T / 16 FF) | CMD 18 | F/R/W: +7/+9/+6 |
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If we do recruit, I'd say bring them in at the same level; with the same exact amount of xp even. It's easier for bookkeeping and I never liked coming in with a handicap whenever I'd join an already in-progress game. Felt like I was an outsider being arbitrarily punished for not being a part of the group from the start. If the party's way low (or way high) on wealth though, it's cool to keep the level and xp the same, but have them start with a different amount of starting wealth as would be appropriate. /shrug
And if we do recruit, I think someone with a melee focus would be helpful for our current makeup. Either a Fighter/Paladin/Cavalier type or perhaps a Summoner. Someone who'd either themselves be a frontliner or someone who'd summon one or more frontliners when needed. I kind of favor the Summoner just because the group already has such a strong arcane presence - I think it'd be cool to keep that sort of accidental theme running. In the end though, I'm really open to whatever if you want to bring in new blood, Marty.
I do think the group we have now is doing pretty well for ourselves in combats at least. Everyone's been cooperative, team-focused and descriptive - which all help make the game more fun. So, I like what have currently, but if you think we need the extra man power, then I'd be fine with recruiting someone too.
Totally Unrelated Tangent: I think I might steer Ekembe for the Horizon Walker PrC once he qualifies for it rather than sticking with Ranger levels. I like the Terrain Mastery and Terrain Dominance abilities more than I do the skirmisher powers.
| Jakiim |
| Undine / Lvl. 4 Watersinger HP:17/41 AC::19/16/13 Fort:+3 Refl: +7 Will:+6 CMD:18 |
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hey guys, I'm extremely sorry for not being around as of late... I'll get my character updated to Level 5 today, and resume normal posting...
As for bringing in another PC or two, Marty... I think that's all up to you buddy. I'm all for it either way. I think we're working well together so far as a team, but Ekembe's right about this; We could definitelty use a frontliner-type class among us.. We're very heavily magically armed, but if we were up against a couple flesh golems or something of the sort with spell resistence, we'd face some serious troubles... We need some brute force if anything added to our group. Summoners are nice for summoning powerful monsters to help us, but I'd push for a bruiser class coming in.
| Jakiim |
| Undine / Lvl. 4 Watersinger HP:17/41 AC::19/16/13 Fort:+3 Refl: +7 Will:+6 CMD:18 |
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Level 5!
Hit Points Rolled: 1d8 + 2 ⇒ (8) + 2 = 10 +1 for FC= 11 new HP's.
Feats and Class abilities
5th lvl. feat: Hydraulic Maneuver (Undine racial feat.)
Watersinger: Inspire Courage +2. Lifewater.
Skill Points
6+3=9 Ranks Total.
Acrobatics: +2 ranks.
Knowledge (Arcana): +1 rank.
Knowledge (Geography): +2 ranks.
Knowledge (History): +2 ranks.
Knowledge (Nature): +1 rank.
Perform: +1 rank.
Spells
Spells known:
1st lvl:4
2nd lvl:3
Spells Per Day:
1st lvl:4+1= 5.
2nd lvl:2+1= 3.
Misc stuff
+1 Hero Point.
Other than my spells being not updated as of yet, I am done with the levelling of Jakiim... I sent you a PM regarding a couple of questions about spells is why they're not up yet....
| Rowan Allistar |
| Male Human Druid 5, Hp 36, AC 16/12/14 F +7, R +4, W +10; Init +2, Perception +13 |
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Anyone have any opinions on 3rd level spells I should prepare? I'm considering the following:
Communal Delay Poison
Communal Resist Energy
Diminish Plants
Mad Monkeys
Mass Feather Step
Sleet Storm
Stone Shape
I'm open to other suggestions as well.
| Sverinn Nistarc |
| Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light |
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What kind of spells you want? call lightning is a nice nuke since you can get multiple attacks from it.
mad monkeys is a nice distraction and stone shape has a lot of good uses, as does sleet storm like ekembe mentioned.
In this environment spike growth might be a good one too
| The Island DM |
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Same for me, had problems for a few days, seems to be up and running fine now though.. Its also a store, so I expect there to be times when its over loaded or what ever the case maybe.
No matter though, with Christmas and new years approaching I don't expect daily posting; but lets try and keep things moving, even if albiet slowly.
You've finally began to uncover the secrets of Fey Island :)
| The Island DM |
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I posted IC on sunday friends... Been checking all week but no one has done anything yet...
Further investigate the Island? Get some rest for the night, giving everyone their spells back in the morning.
Rowan and Ekembe found an end to the thick forest of the Island, along with a "Watch Stand" of sorts.
Interesting.
| Jakiim |
| Undine / Lvl. 4 Watersinger HP:17/41 AC::19/16/13 Fort:+3 Refl: +7 Will:+6 CMD:18 |
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I'm still here guys, been pretty busy lately trying to get a new campaign started on another site that I play. Now that I'm also a DM there, it's growing to be pretty time consuming. I'll try to be better about posting regularly, cause I really like the group we have here, and I'd hate to see this game stop moving!
| 101 to 150 of 154 |
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