The Spider God's Bride -

Game Master dain120475

Know, O Man, that the world lays at thy sandaled feet. If thy would take it then stretch forth thy hand and seize all which lays before thee, but be warned – it shall not bend to thy will alone; rather, it shall yield only to the strength of thy arm and the fury of thy blade.

Map of the known world - Here -

Combat Map: - Here -


This is the discussion thread for two campaigns:

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Breton Thaumaturge 1 | HP: 12/12 | AC: 11, T: 11, FF: 10 | Fort: +3, Ref: +1, Will: +2 | CMB: +0, CMD: 11 | Init: +1, Perception: +0 | SP: 5/5 | Speed: 30ft

So how does the Savage's +1 caster level from Superstitious impact the Alchemist?


Anhur wrote:
So how does the Savage's +1 caster level from Superstitious impact the Alchemist?

Sorry for the long delay; I wanted to do the appropriate research before answering this question.

For the majority of the abilities in the Alchemist Class the general term "Caster Level" was used in lieu of "Alchemist Level" as a generic catch-phrase. However, this term was generally running into issues with things like Item Creation Feats; especially as the original definition said - The alchemist uses his level as the caster level to determine any effect based on caster level. - However, this doesn't seem to answer the question on whether certain bonuses will effect the Caster Level of an Alchemist, or even if if the Alchemist is able to get Item Creation Feats (something that is generally prohibited in Xoth, but is worth knowing anyway).

Then there was all the errata I tracked down regarding adjustments from things like Carion Crown as well as some of the various Tumors and Mutations which seem to relate to Caster Level rather than Alchemist Level - again, the terminology was extremely ambiguous, unfortunately.

Finally I was able to track down an answer from James Jacobs the Creative Director of Paizo.

According to Jacobs, Feats/Abilities which effect the "Caster Level" for the purposes of things like Extracts was denied.

Short Answer: Essentially taking abilities which increase the "Caster Level" for an Alchemist do not work on things like Extracts, unfortunately.

Full link to his answer can be found - Here -


Female Aasimar Druid 7 (Noble)

I’m back home now and can post for Tairin.


Ariarh Kane wrote:
I’m back home now and can post for Tairin.

Sounds good!


Breton Thaumaturge 1 | HP: 12/12 | AC: 11, T: 11, FF: 10 | Fort: +3, Ref: +1, Will: +2 | CMB: +0, CMD: 11 | Init: +1, Perception: +0 | SP: 5/5 | Speed: 30ft

Right. I was just wondering if it would be used in this game since we're otherwise treating extracts as spells.


Female Aasimar Druid 7 (Noble)

Anhur:
Your guy starts off with two languages: the main and bonus language, so Ikuna and Azimban. So with your rank in linguistics you can chose another language. (you should have 2 starting languages+2 bonus for INT+1 for linguistics= 5). :)


Anhur wrote:
Right. I was just wondering if it would be used in this game since we're otherwise treating extracts as spells.

I'm not sure; Alchemists basically have all the basic bonuses of normal "casters" without most of the penalties that typical Casters have. For example, unless a Caster is learning their spells from a "divine" source like a Druid they cannot pick new spells when they level (witches gain spells from their Familiar, which is the closest thing to a "Divine Source") typical Arcane Casters in this game can't get new spells unless they copy them from a spellbook or a magical scroll that they discover in some hidden library or lost tomb.

The trade-off is that NPC's treat anyone with magic (or even things that SEEM magical) as far more powerful than their level would suggest.

Anyway, let me think about it for a bit; but I'm probably going to go with the above interpretation - but if you have a suggestion on how it could work and go with the style of the game I'm open to it. After all, we're all trying to learn how things work in this style of game.

Meanwhile, I checked Tairin's suggestion; it's true, you do have an extra language to chose from if you'd like.


Some of you guys have adjustments to your AC's based on spells and electing not to wear armor. This doesn't include the DR that people have for the Armor they're wearing.

In the future if you guys could include those adjustments in your posts with an OOC (including your current HP) that would be awesome :)


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Total Defense = no AoO


Quick Question for Spellcasters

For those of you who know the Dragonlance Chronicles, probably one of the most iconic figures in those books can easily be identified merely with the word – Shirak

This was the command word uttered by the Mage Raistlin Majere when he cast a Light spell. I’m really enjoying the grit/detail you guys have been writing for your combat actions, would you guys be up for writing your own Verbal Components for Spells you have that require them?

If you came up with them, they’d need to be consistent, but when you cast a spell and we all can read the command words for the spell as you're casting it... Well, I don’t know, I know it would be a bit more work but I think it would be cool.

Of course, it’s merely a flavor thing, but what do you guys think of the idea?


Female Aasimar Druid 7 (Noble)

I was going to do that with Tairin’s spells. So, I’m happy to put together command words for her spells.


Breton Thaumaturge 1 | HP: 12/12 | AC: 11, T: 11, FF: 10 | Fort: +3, Ref: +1, Will: +2 | CMB: +0, CMD: 11 | Init: +1, Perception: +0 | SP: 5/5 | Speed: 30ft

Bjoern:
I'm curious, how are your attack rolls so high even with combat expertise and power attack?


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Anhur:
6 str, 1 Bab, -1 Power Attack, -1 Combat expertise, +2 Gladiator Beastmaster, +1trait


Breton Thaumaturge 1 | HP: 12/12 | AC: 11, T: 11, FF: 10 | Fort: +3, Ref: +1, Will: +2 | CMB: +0, CMD: 11 | Init: +1, Perception: +0 | SP: 5/5 | Speed: 30ft

Bjoern:
That. Is. Amazing.
I'm jealous.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Anhur:

The trait simply negates one point of mali of combat expertise


Breton Thaumaturge 1 | HP: 12/12 | AC: 11, T: 11, FF: 10 | Fort: +3, Ref: +1, Will: +2 | CMB: +0, CMD: 11 | Init: +1, Perception: +0 | SP: 5/5 | Speed: 30ft

Bjoern:
Yes, but with that, and beastmaster, and titan... Whatever, you're basically made for fighting elephants. Which is pretty cool.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Dain GM- You forgot the Bouda's Eye hex I used last round on jackal 6. That jackal will be at -2 AC and to hit for 8 rounds unless it makes a DC 15 will save, when it is just one round. It missed me last round anyway.

And a suggestion. My GMs in other PbP campaigns put a coloured border around enemies icons in situations like this. The jackals all look identical, but put coloured borders and you have a "red" jackal and a "blue" jackal and so on. It seems the way to do it.


She Who Knows wrote:

Dain GM- You forgot the Bouda's Eye hex I used last round on jackal 6. That jackal will be at -2 AC and to hit for 8 rounds unless it makes a DC 15 will save, when it is just one round. It missed me last round anyway.

And a suggestion. My GMs in other PbP campaigns put a coloured border around enemies icons in situations like this. The jackals all look identical, but put coloured borders and you have a "red" jackal and a "blue" jackal and so on. It seems the way to do it.

Sorry about the missing Will Save, I'll take care of that in just a moment.

Meanwhile, I like the idea about the colored borders and will try that in the future. However, if you click any enemy on the map it will link the enemy with the description on the right of the screen; so you'll get the enemy number as well as current health. I also tend to surround enemies near death with a red border to indicate their near death status - but there are lots of colors; I'll keep that in mind in the future :)


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic
She Who Knows wrote:
And a suggestion. My GMs in other PbP campaigns put a coloured border around enemies icons in situations like this. The jackals all look identical, but put coloured borders and you have a "red" jackal and a "blue" jackal and so on. It seems the way to do it.

In Google docs, you can recolour the image to any colour, so all the jackals could be coloured in a different hue instead of just the borders. I can show you how Dain, if you don't know how to change it (for future reference).

p.s. 5 jackals are now dead and only two remain: Jackal 5 (at G:15) & Jackal 6 (at E:15). Both are at full HP.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Dain- No problem with the will save. Thee is a lot to keep track of.

And I got the bit with clicking on the enemies. It was fairly obvious the jackals went red when they went splat.

And yes, 2 jackals remain, both at full HP and number 6 is no longer hexed. :(


Indeed! Meanwhile, jackals are scavengers looking for easy food. Given your skills and battle prowess I have no doubt that they'd rather live to scavenge another day rather than linger and die to the combined might of your steel and sorcery :)


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Dain- before I make a post about it in game I have a question about the Healing Hex.

I asked about it earlier when I was creating my character when a lot was going on. The Hex acts as a cure light wounds spell at this level. And I think cure spells that don't drain from another creature are among the spells that are not available in Zoth.

If I have the hex I will proceed to cure myself and Bjeorn. If not I guess I will select another hex.


Breton Thaumaturge 1 | HP: 12/12 | AC: 11, T: 11, FF: 10 | Fort: +3, Ref: +1, Will: +2 | CMB: +0, CMD: 11 | Init: +1, Perception: +0 | SP: 5/5 | Speed: 30ft

I think it was specifically called out as working, but has an added limitation of 3+ Int mod uses/day. But that will basically never come up as you can only use it on any given person 1/day.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Thanks Anhur.


She Who Knows wrote:

Dain- before I make a post about it in game I have a question about the Healing Hex.

I asked about it earlier when I was creating my character when a lot was going on. The Hex acts as a cure light wounds spell at this level. And I think cure spells that don't drain from another creature are among the spells that are not available in Zoth.

If I have the hex I will proceed to cure myself and Bjeorn. If not I guess I will select another hex.

You are correct via Healing Spells not working if they don't draw from another thing - however; it is also correct that the Healing Hex can be used to heal without this issue as witches are somewhat different than how the game treats priests.

It is also true that Healing Hex can only be used once per person a day, so that's something to consider when you're healing.

Meanwhile, is anyone else planning on posting on the Campaign Page at this time?


Female Aasimar Druid 7 (Noble)

I’ll post something as Tairin as soon as work ends. I was waiting to see what Bjoern had to tell us before responding.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.
Dain GM wrote:

Quick Question for Spellcasters

For those of you who know the Dragonlance Chronicles, probably one of the most iconic figures in those books can easily be identified merely with the word – Shirak

This was the command word uttered by the Mage Raistlin Majere when he cast a Light spell. I’m really enjoying the grit/detail you guys have been writing for your combat actions, would you guys be up for writing your own Verbal Components for Spells you have that require them?

If you came up with them, they’d need to be consistent, but when you cast a spell and we all can read the command words for the spell as you're casting it... Well, I don’t know, I know it would be a bit more work but I think it would be cool.

Of course, it’s merely a flavor thing, but what do you guys think of the idea?

I think it might add cool flavour.

I decided to look at the translations into Hebrew, using the English alphabet as the Hebrew one means nothing to me. The translations are probably horrid Hebrew, but that hardly matters for present purposes.

I chose Hebrew as She Who Knows shares a biographical incident with a Jew of note, being tempted for seven days and nights in the desert, although the end result differs.

I have phrases for the hexes too, although one does not have to speak for those.

Cantrips

Arcane Mark Fana Marcáil
Bleed Fola
Cleansing Ray Glanadh Gha
Dancing Lights Soilse Damhsa
Daze Ag Tosú
Deepen Shadow Domhain Scáth
Guidance Treoir
Light Solas
Mending Modhnú
Message Teachtaireacht
Putrefy Food and Drink Bia agus Dí Rothlach
Read Magic Léigh Draíocht
Resistance Friotaíocht
Spark Dóiteáin
Stabilise Cobhsaíocht
Touch of Fatigue Tuiscint ar Tuirse

Level 1 Spells

Adhesive Spittle Greamaitheacha
Charm Person Cairdeas Duine
Hex Vulnerability Heics Leochaileacht
Mage Armour Cailleach Sciath
Mudball Láibe Liathróid
Obscuring Mist Breathnú Ceo
Ear Piercing Scream Cluas Peataí Grá
Summon Minor Monster Achoimre Mionstíle

Hexes

Heal Sláinte
Slumber Codladh
Bouda Eye Cailleach Súl

Thoughts?


She Who Knows wrote:


I have phrases for the hexes too, although one does not have to speak for those.

Cantrips

Arcane Mark Fana Marcáil
Bleed Fola
Cleansing Ray Glanadh Gha
Dancing Lights Soilse Damhsa
Daze Ag Tosú
Deepen Shadow Domhain Scáth
Guidance Treoir
Light Solas
Mending Modhnú
Message Teachtaireacht
Putrefy Food and Drink Bia agus Dí Rothlach
Read Magic Léigh Draíocht
Resistance Friotaíocht
Spark Dóiteáin
Stabilise Cobhsaíocht
Touch of Fatigue Tuiscint ar Tuirse

Level 1 Spells

Adhesive Spittle Greamaitheacha
Charm Person Cairdeas Duine
Hex Vulnerability Heics Leochaileacht
Mage Armour Cailleach Sciath
Mudball Láibe Liathróid
Obscuring Mist Breathnú Ceo

Outstanding, Red - this is really awesome! :)

I'm glad this is shaping up and I'm eager to see more of the same stuff!


Female Aasimar Druid 7 (Noble)

All the command words for Tairin’s spells are in Ancient Egyptian.


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Ariarh Kane wrote:
All the command words for Tairin’s spells are in Ancient Egyptian.

That's really awesome! Egyptian is a tricky language; but it feels like such a good fit for your character concept :)

I'm really excited to see you RP those things out in-game, especially as your spells would come from completely different sources than a Witch. When you discover new spells in Balthaar they may be in a whole new language, but that's to reflect the source of where the power comes from.

I'm curious; will you use the new spells in the new language, or translate their words of command into your native tongue? Wait - don't tell me; surprise me - I'm excited to see how Tairin evolves and I shouldn't ask for spoilers :)


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.
Dain GM wrote:

Outstanding, Red - this is really awesome! :)

I'm glad this is shaping up and I'm eager to see more of the same stuff!

Just don't say that around anyone who can actually speak Hebrew. I did it with a translation program, and when a word didn't come up with a translation I used a cognate or synonym. And the phrases do not always have the same order in English and Hebrew. So I have put the Hebrew words in some order I guessed at.

Hebrew and ancient Egyptian are good choices now I think about it. Yar-Ammon is a fictionalised ancient Egypt, and the Jews were held in Egypt for some decades historically.

And Egypt and Israel are both places I have been. Ages ago in late 1983/ early 1984. Fascinating area of the world.


Female Aasimar Druid 7 (Noble)
Dain GM wrote:

When you discover new spells in Balthaar they may be in a whole new language, but that's to reflect the source of where the power comes from.

I'm curious; will you use the new spells in the new language, or translate their words of command into your native tongue?

Belthaar is in Susrah and the languages there are Susrahnite and Taaramite. Since we all have Susrahnite, Tairin could learn new spells in that language for some added flavour or she could pick up a rank in linguistics and learn them in another language. I'll have to think about it.

Dain GM, what would Susrah equate to in real world countries?


She Who Knows wrote:
And Egypt and Israel are both places I have been. Ages ago in late 1983/ early 1984. Fascinating area of the world.

Very cool! Sounds like you have some real world experience to draw on for your character; I'm eager to see how it plays out :)


Ariarh Kane wrote:

Belthaar is in Susrah and the languages there are Susrahnite and Taaramite. Since we all have Susrahnite, Tairin could learn new spells in that language for some added flavour or she could pick up a rank in linguistics and learn them in another language. I'll have to think about it.

Dain GM, what would Susrah equate to in real world countries?

Not entirely sure about the language; for now I've been playing the terrain type much like Afghanistan, but they do have a pretty wide selection of languages in that country, so it might be hard to pin down.

However, given that you'd be learning your spells from books/teachers as opposed to your familiar, the real trick is to figure out where those spell books originated. In other words, if you find a spellbook that has a spell from Susrah, that could mean it would be in the Susrah language.

But let's say you're in some ancient crypt and discover some carvings on the wall which are actually a spell that you could copy down and memorize? The Game Book indicates that it's very important for people who want to try to learn spells like wizards/sorcerer types, or bards, alchemists, cultists (druids/witch types are sort of "Given" their spells from their familiar/nature) to have ranks in Linguistics so you can decipher those texts - but people like you or Anhur have to "discover" the hidden lore and mystery on your journey before you gain access to them - and the Game Book also indicates this is why you don't get the spell "Comprehend Languages" as it lets you "Automatically" read/write new languages, rather than struggle to to decipher their hidden meanings from some long forgotten piece of data.

Anyway, I guess the short answer is - I'm not really sure about higher level spells yet, but luckily we have some time to figure that out together :)


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.
Tairin of the Veils wrote:
"We can still be aware of threats on the trail without seeing every dead body. And where was Bear's wisdom when he came upon the Ibex and Jackals on his own..."

I was going to make a suggestion that individuals did not run off by themselves in dangerous situations. Then I decided not to as I believe it wasn't Bjeorn's intention. Getting into combat while split up isn't a good idea of course.


Breton Thaumaturge 1 | HP: 12/12 | AC: 11, T: 11, FF: 10 | Fort: +3, Ref: +1, Will: +2 | CMB: +0, CMD: 11 | Init: +1, Perception: +0 | SP: 5/5 | Speed: 30ft

As a player I'm ambivalent towards this whole scenario, but I want to make sure we're not forcing anyone into anything.

But for the record, the location of interest seems to be "down the road" anyway; we're already going that way. No detour required this time.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Ariarh- I hope it is your character who is annoyed not you.

She Who Knows likes Tairin, but in her last in game post she said she valued Tairin's opinion then went and did the complete opposite. At least she was nice about it. :(


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic
She Who Knows wrote:

Ariarh- I hope it is your character who is annoyed not you.

She Who Knows likes Tairin, but in her last in game post she said she valued Tairin's opinion then went and did the complete opposite. At least she was nice about it. :(

Tairin's ire's been piqued (and not directed at one person alone). Her player is fine. :) Being a decadent, pampered, noble-born miss, Tairin sees things differently than the rest of the party. Plus, she's the youngest of seven children (which you guys aren't aware of) and she doesn't like being told what to do, being ignored or being pushed into doing things she doesn't want to do nor feels it's necessary to do (and she isn't shy in saying so). I'm sure her story will come out as the game progresses. ;)

As a general rule, I'm not into split party encounters either as that isn't a smart move and especially so in this world where magical healing is at a premium and no restoration when you die. And as a player, one of my pet peeves is when one PC runs off and the others have no choice but to follow or something bad will befall said PC.


Female Aasimar Druid 7 (Noble)

Just a FYI: Tomorrow is my great-nephew's 1st birthday celebration (yes, we have lots of birthdays/celebrations as we come from a large family) and I'll be out until my late afternoon. I will post again when I am home. Happy Weekend to all. :)


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Tairin- I thought it was just the character who was pissed off.

I share your dislike of one player running off and others having to follow. But that only happened in this campaign because Bjeorn's intent was misunderstood by the GM. Not going to criticise Dain, GMs have a lot to keep track of.

Players running off and having solo adventures while everyone else sits and does nothing is even worse.

On a real world note- I believe out great-nieces have the same name, Olivia. Mine is a little older, and incredibly lovable.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.
Tairin of the Veils wrote:
Being a decadent, pampered, noble-born miss, Tairin sees things differently than the rest of the party. Plus, she's the youngest of seven children (which you guys aren't aware of) and she doesn't like being told what to do, being ignored or being pushed into doing things she doesn't want to do nor feels it's necessary to do (and she isn't shy in saying so).

She Who Knows was not particularly pampered. Her family had been wealthy and important, but lost a lot being on the wrong side of political and religious conflicts. She was always expected to pull her weight to some extent, and fully when she grew up.

Of course she is now a closet messiah and religious fanatic. To a forbidden god, not something she has shared with any of the party as yet.


Female Aasimar Druid 7 (Noble)
She Who Knows wrote:

I share your dislike of one player running off and others having to follow. But that only happened in this campaign because Bjeorn's intent was misunderstood by the GM. Not going to criticise Dain, GMs have a lot to keep track of.

I know it was just a misunderstanding and I'm not blaming Bejoern (was just playing out Tairin's in-game reaction to what went down as there was no retcon). I suppose we just need to be clearer in our narrative, too, to guide/inform Dain in what we're planning on doing. Adding ooc at the end of a post to sum up what a character is planning on doing or using the discussion thread may help minimise that. We've only just started, so I think we'll find a nice rhythm and dynamic with time.

She Who Knows wrote:

On a real world note- I believe our great-nieces have the same name, Olivia. Mine is a little older, and incredibly lovable.

I've always loved the name 'Olivia'. Mine is lovable and totally a calm baby...the only time she gets anxious is when she wants food and you're not fast enough for her liking. lol Tomorrow it's Noah's birthday - nice that these cousins are only 2 weeks apart in age - they can grow up together. :)


Breton Thaumaturge 1 | HP: 12/12 | AC: 11, T: 11, FF: 10 | Fort: +3, Ref: +1, Will: +2 | CMB: +0, CMD: 11 | Init: +1, Perception: +0 | SP: 5/5 | Speed: 30ft
Dain GM wrote:


1. Your Survival Check could allow you Track things via Smell, but it still would require the Track ability if the DC is high

I'm not familiar with "the Track ability". I know rangers and such get a bonus to survival checks to track, but as far as I know that's the only "Track" ability, and it still comes down to Survival.


Anhur wrote:
Dain GM wrote:


1. Your Survival Check could allow you Track things via Smell, but it still would require the Track ability if the DC is high
I'm not familiar with "the Track ability". I know rangers and such get a bonus to survival checks to track, but as far as I know that's the only "Track" ability, and it still comes down to Survival.

The Track ability as Ranger's get it allows them to get bonuses on Survival to track things. However, without the ability it's typically not possible to Track something with a DC above 10.

In certain instances a person using Scent could Track something based on Scent with a DC over 10, but generally that's if you can smell the linger scent on the ground even if you can't read the footprints in the dust and so on.

In this specific case being able to use Scent, while useful, wouldn't be able to help much with given the weather and the time the camels were driven off.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.
She Who Knows wrote:
"Then tomorrow, we figure out how many of these items we can carry. We should take the water and the more valuable things we can carry, even leaving some of our own possession that are not essential or valuable. "

If we decide to do this, which I really think is the sensible thing to do, somebody is going to have to do some accountancy type work. I can do most of it, going through and figuring what is worth most and how much we can carry.

If each of us looks at how much they can carry w/o being encumbered, leaving behind stuff that isn't essential and is easily replaced, things like torches.

With my puny strength of 8 I am not going to make a good pack animal I am afraid. :(

When we get to Belthaar we can sell the stuff and divide it 4 ways.


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

This was in my post of yesterday:

Quote:

”If we are to stay here this night, then we must move, wrap or bury the bodies lest we attract nightly scavengers. I have had enough of scavengers attacking this day."

That’s why I didn’t restate the same thing for the “current plans.”

As to carrying capacity, Tairin’s already at the top side of her light carrying capacity.. and she isn’t going to toss away what she is currently carrying as her meagre items are necessary. The coin can be divided now but yes, sell the rest at some market in Belthaar.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

I have been on the computer listening to the radio. So I had some time for book keeping, weights and values. Results are-

rather ornate dagger 1 lbs take
ring on his finger that may be made of gold, take this
Six heavy water skins filled with water; untouched – each can sustain a person on the trail for a day 4 lbs each take
To simplify, you also find 3 basic Survival Kits within 4lbs/ 5 GP leave
You find two wineskins; each having different vintages in it and a third which is empty 4 lbs each ? for empty leave

well medium sized chest with a lock on it 50 lbs empty, 4 cubic feet

You find two small kits; one you believe is a scriveners kit, 2GP 1 lbs leave
the other you believe is a “séance kit” (links found - Here – NOTE: Ignore the magical scrolls mentioned in the séance kit) 290 GP 12 lbs take- if it is worth as much w/o the scrolls
You find a crude map of the surrounding area; it seems to be a rough map of Susreh as a nation, but with little defined details on it take, might as well.

total money found

216 Gold, 322 Silver, 633 Copper

[/b]50 coins weigh a pound. The coins weigh just under 23 1/2 lbs. We want to take these or leave the copper[/b]

The following items don't have values or weights at present. Does anyone have appraise?
If not, I will have a go. I don't have the skill but it is int based and I am smart. Pretty sure you can use it untrained.

We can try on these-
You find two bronze plates, a bronze pitcher and two small bronze cups
You find six bottles of lamp oil
You find several well-made carpets and rugs inside
You find three bags with different types of incense in it
You find a well-made bronze lantern/lamp which uses oil as the fuel

She Who Knows awaits thanks and praise for doing the boring stuff.


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Tairin has Appraise. I’ll toss up some rolls soon.


Breton Thaumaturge 1 | HP: 12/12 | AC: 11, T: 11, FF: 10 | Fort: +3, Ref: +1, Will: +2 | CMB: +0, CMD: 11 | Init: +1, Perception: +0 | SP: 5/5 | Speed: 30ft
Dain GM wrote:
The Track ability as Ranger's get it allows them to get bonuses on Survival to track things. However, without the ability it's typically not possible to Track something with a DC above 10.

Are you perhaps referencing using the Survival skills untrained to follow tracks? That rule exists in the core rulebook, but what you said about the Ranger's Track ability would be a house rule or Xoth system rule (that I'm obviously not aware of).

At least that's my understanding.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Cool. I am off to the gymn. Anhur raises a good point in game.

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