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The Secrets of the Sunderlands

Game Master GM Netherfire


101 to 150 of 401 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

Male Dwarf Cleric of Irori

Bolgrith would be interested in some of the dwarven armor. Particularly any medium armor superior to scale mail. He'd also like any books or non-magical scrolls, basically anything that gives him a better grasp of the area, or Sunderlands. He doesn't have much coin, and no jewelry that I know of. But if he can barter for stories and tales, he DOES have a wealth of knowledge. heh.


Male Human Ranger

Listed in order of most desired:
Undead warding talismans, a holocaust cloak, exploding crossbow bolts, sea-lion skull helmet, whale bone throwing knives... any of these would do.


Game Master

Among the dwarven equipment, two rune-marked breastplates (200gp), one suit of rune-marked scale mail (50gp), a shirt of chainmail (100gp), and a suit of chailmail (150gp). Another rune-inscribed breastplate looks to be of a much higher quality, with Torag's hammer inscribed on the center of the chest along with intricate knotwork, priced (350gp). There is a plaid coat of a clan's pattern. By the look of the stitching and structure, it is a coat that contains metal plates along the lining (50gp). While technically a medium armor, it looks to be as easy to pull on as a jacket. There is also a silvery mace with runic damnations against the undead (102gp), and a cold iron warhammer that also bears ill-wishes against the fey (24gp).

There are several weapons crafted from bone, shell, and stone: ten scimitars (15gp), twenty short swords (10gp), seven bone longbows (75gp), ten shortbows (30gp), five composite +1 shortbows (150gp), fifty bone daggers (2gp) and one large, hook-shaped weapon that bear a resemblance of a scythe (18gp). The only merfolk armor you can see are barbed bone gauntlets (55gp, count as bucklers for AC, ACP, and weight, but treat as spiked gauntlet for weapon damage).

The potions available are three of Cure Light Wounds (50gp), four antitoxin (50gp), ten acid flasks (10gp), and beside the chest of bottle is a healer’s kit (50gp).

Please list what you get, so that others don't buy the same thing.


Male Human Ranger

I would like to trade my current mace and short bow for the runic mace, and then pay the difference in gold.
Also if possible I would like to attempt to inflate the value of the platinum coin due to its shininess. Mostly as a rp element.


Male Dwarf Cleric of Irori

Do they accept fair trade? I'd like to trade my scale mail for that armored jacket if possible.

Potentially, is there stats somewhere?


Game Master

You will find the stats for Armored Coat HERE.

This is a traditional market scenario, where your gear can be sold/exchanged for half of its market price.

A Diplomacy check might help.


Male Human Sorcerer 4

pfffft, you people and your ARMOR. Wazzzat?


Male Dwarf Cleric of Irori

Bolgrith tries a winning smile. Winning Smile Diplomacy 1d20 - 1 ⇒ (16) - 1 = 15
His face scrunched up in a loose approximation of happiness.


Game Master

Sorry for the delay this weekend.

The smile doesn't help.
If you are not going to buy anything, say so. I want to move this along.


Male Dwarf Cleric of Irori

Bolgrith pouts.

p.s. Did you get my text? Didja didja didja!?


Male Human Sorcerer 4

Not buying anything.


Male Hobgoblin (Shielded) Fighter 4

Not, buying anything. Not approaching the rail.


Male Human Ranger

buying the mace after gaining half from the short bow and heavy mace. I'll pay the rest in gold pieces


Game Master

Sounds good. After exchanging the mace and shortbow, the silver mace should cost 91gp.


Game Master

The percentage dice to hit can be confusing if not addressed, so here it is:
20% concealment means if 20 or less is rolled on a 1d100, the attack misses.
50% concealment means if 50 or less is rolled on a 1d100, the attack misses.
Concealment represents external conditions that factor into your chance to hurt something (usually a condition that does not affect the target's AC). Examples can be poor lighting (for those who do not have darkvision or low-light vision), or swinging blindly around a corner. Some spells such as Blur make it difficult to pinpoint where exactly the body is in a certain area, and therefore incur a chance to miss your swing, called a "miss chance".
Questions?


Male Human Ranger

So should I roll a d100 to determine if I hit one of them?


Game Master

Hmmmmmm. Sure. If on your next turn, you are lowering the net to drag behind the ship, roll a 1d100. If you roll a 25 or lower, you positioned the net in the right spot.

Remember though, they will only be caught if they decide to slow down and not keep up with the ship. You might have to hold it there for awhile.

Or, you can try chucking it at the sea witch. I dunno.


Male Human Sorcerer 4

Color spray is OP.


Game Master

Congratulations! Your experiences have led to an increase in your abilities, you leveled! In addition to your normal advancements, I grant each of you one (1) additional bonus trait from the list below.
Level 2 bonus traits:

Stormrider:
The constant pitch of the deck has taught you to be light-footed and wary. You gain a +1 trait bonus to Fortitude to avoid taking damage from storms while at sea, or Reflex saves to keep your footing while on a ship. Once you pick one of these bonuses, you cannot use the other.

Starwatcher:
The ship navigator has shown you what to look for among the constellations, and you have learned to be conscious of the skyscape. You gain a +1 trait bonus to Survival to discern north, avoid becoming lost, and forecast weather while at sea.

Rowmaster:
Your time spent among sailors has helped you understand their unspoken work ethic, or lack thereof. You gain a +1 to Intimidate or Diplomacy to command rowing crews. (Intimidate or Diplomacy checks determine the speed/success of rowers, nothing more).

Can You Untie This For Me?:
You learned to tie a vast array of knots while among the crew. You gain a +1 trait bonus to CMB for using rope to tie someone up.


Game Master

Also, please roll your hit dice here in Discussion. Also post which of these traits you choose. Let me know of any new feats or spells you picked out. You don't need to tell me about new class abilities or skill point allocation. I care, but not that much.

I know two of you are fairly new to this game, so don't hesitate to ask if something doesn't make sense, or advice on picking a feat (if that applies). I'm here all night, folks.

I should make it clear that the class description doesn't tell you everything you get. At every odd level (1st, 3rd, 5th, so on) every character gets what we can call a "standard feat". Some classes give "bonus feats" at certain levels (see the chart in your class description). Some of these bonus feats have a specific list you can choose from. For example, the ranger must choose a bonus feat depending on his combat style (archery, two-weapon, two-handed weapon, so on). The monk's bonus feats are usually centered on Combat Maneuvers (Improved Trip, Improved Disarm, so on). If there is any doubt, I can definitely clear it up for you.

Also, don't forget any racial bonuses that apply to each level, such as the Skilled racial trait of humans. Try not to get that extra skill point mixed up with the Favored Class options.


Male Human Sorcerer 4

1d8 ⇒ 7 Backup story to come. This is gonna be amazing.


Human 1 Sorcerer/1 Summoner

PAIZO IS LAME.


Male Human Sorcerer 4

1d6 ⇒ 4 Took the spell Breeze.


Male Dwarf Cleric of Irori

1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7

Took Orison Read Magic and spell Detect Evil.

Also, Starwatcher.


Game Master

Bolgrith, you get all the cleric spells automatically. Did you mean that is what you will prepare in the extra slot?


Male Dwarf Cleric of Irori

Yeah that's what I meant for the time being.


Game Master

WAKKA WAKKA


Male Hobgoblin (Shielded) Fighter 4

Rolg takes Rowmaster.


Game Master

Yeah he does!

I’ll post common knowledge of the Sunderlands when you get there, or when you're close. For now, if you continue to ask about the Sunderlands, it will help with your future knowledge checks. By all means, continue to ask, but just know that Golo or Simon is not going to give away plot points and help you WIN THE GAME before you even get there. You might get specific answers if you ask specific questions; just remember that these are low-level sailors. They might not know much.


Male Human Ranger

i choose you stormrider!!!
Are we playing by core rules or advanced?


Game Master

You can use the Core Rulebook, Advanced Player Guide, Ultimate Combat and Ultimate Magic. These can be found on the PRD of the paizos.

So yes.


Male Human Ranger

Alright I am choosing to pursue the sword and shield combat style.
Shield focus (Combat) for my feat.
Also are we able to choose an archtype, or will that be later on.


Male Hobgoblin (Shielded) Fighter 4

That depends on how you see your character. :)

Rolg is a sword and board fighter. It can be great, but it requires lots of feats to be great. 2-handed weapons do a TON of damage at low feat costs, so you could be very versatile.

Again, It really comes down to what you want for your character.


Game Master

The benefits of some archetypes don't kick in until a later level, but others start at 1st. You would've needed to specify an archetype at 1st level if its benefits started at 1st level.

The archetypes in the Advance Players Guide you are eligible for are the Horse Lord, Infiltrator, Shapeshifter, Skirmisher, and Spirit Ranger. (If you are considering Horse Lord, I will warn you that there will be a fair amount of dungeon-crawling, and most dungeons are not built to accommodate horse and rider.)


Male Human Sorcerer 4

Taking back one level of sorcerer, going for summoner. Will update.


Male Human Sorcerer 4

Shooting for an Annie and Tibbers feel here.


Game Master

Heh, cool. Once you reach level 6, all the foes will just run.


Male Hobgoblin (Shielded) Fighter 4

^I see what you did there.^


Male Human Sorcerer 4

STUN BEAR TIBBERS.


Male Human Sorcerer 4

Can we LOL soon? I have panda teemo.


Male Dwarf Cleric of Irori

WHY NOTHING HAPPENING. STUFF SHOULD HAPPENING. O:<


Game Master

I'm waiting for everyone to say they are done leveling. Do some RP if you want. Talk to each other, make friendship bracelets, ask Golo to give you all anchor tattoos.


Male Human Sorcerer 4

Who's not done?


Male Human Ranger

hit die 1d20 + 3 ⇒ (9) + 3 = 12 (+2 con +1 favored class)
alright I'm done leveling


Male Human Sorcerer 4

A d20 hit die? {oo} I want THAT class.


Male Hobgoblin (Shielded) Fighter 4

He meant D10, and he rolled a 9 so no harm done :)

Make sure you update you sheet here. It does not appear to be updated. Also, Do you have armor, or any gear for that matter? It is not listed.

Also, did you mean to be chaotic evil? If so, you may want to play that up a bit. So far, I would have no idea.

If you're not sure how that would work, just think of it this way: Alignment manifests in a character's personality.

For example, Rolg will do most anything for enough coin. He will also do anything needed to save his own life, and if that means saving someone else: so be it. Otherwise, Rolg is content to let fate toy with her fellow men as she will. This represents his Chaotic Neutral nature. He is as likely to jump off a bridge as cross it, but he doesn't care about good or evil.


Male Human Ranger

I have Balion listed as Lawful neutral on the character page. I'm updating the sheet now.
hit1d10 + 3 ⇒ (6) + 3 = 9


Game Master

Sorry fellas. Work is super busy. I'll post when I can.


Game Master

Aladdin, I think the spell you are looking for is Wind Wall. Breeze will help with saves against gases and the like, but it is not powerful enough to significantly affect projectiles.
Wind Wall is the spell that says NO to arrows and bolts.


Male Human Sorcerer 4

Gotcha. I was just hoping Breeze would affect range and so on. You know when we go to the archery range and the light breeze carries our arrows? Same idea.

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