Way of the Wicked (private) (Inactive)

Game Master Whack-a-Rogue


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Male Human?HP 13/13 | AC 16 [T 12 FF 14] | CMB +5 | CMD 17 | F +5 R +2 W +0| Init +3 | Percep +0 |Lowlight Scent Fighter 1

Sorry about low posting rate, work is brutal right now, and it's going to become worse soon.

Dark Archive

HP: 14/14

Seeing as this has the exact same players as the RoW group I don't think you need to doublepost :3


Male Human?HP 13/13 | AC 16 [T 12 FF 14] | CMB +5 | CMD 17 | F +5 R +2 W +0| Init +3 | Percep +0 |Lowlight Scent Fighter 1

You could be right, brain lock in progress.

Dark Archive

HP: 14/14

CHAOS!


Male Human?HP 13/13 | AC 16 [T 12 FF 14] | CMB +5 | CMD 17 | F +5 R +2 W +0| Init +3 | Percep +0 |Lowlight Scent Fighter 1

In response to the 1 on my Bluff check graaaaaaaaaaaaaawwwwwwwwwwwwwwwwwrrrrrrrrrrrr!!!!!!


HP: 13/13; 0 NL | AC: 12; T: 12; FF: 10; CMD: 10 | Fort: +4; Ref: +2; Will: +7 | Init: +3; Perc: +9
Powers:
PP: 10/10 | Conc: 8 | 1st (DC16): Collapse, Natural Healing, Biofeedback | 0th: Detect Psi, Hinder

Don't worry, Tolus had your back. :)


HP: 13/13; 0 NL | AC: 12; T: 12; FF: 10; CMD: 10 | Fort: +4; Ref: +2; Will: +7 | Init: +3; Perc: +9
Powers:
PP: 10/10 | Conc: 8 | 1st (DC16): Collapse, Natural Healing, Biofeedback | 0th: Detect Psi, Hinder

What is up with us a low rolls!


So what's the plan? You're moments away from finishing the AP's intro sequence, but I need to know which ending you're taking. ;-)


Male Half elf Suel Human Cavalier
stats:
HP: 15/15 | AC: 18; T: 11; FF: 15(17); CMD: 16 | Fort: +6; Ref: +1; Will: +0 | Init: +1; Perc: +0

run... run... and more run i would vote, but thats me. Unless that guard shack is made of wood, then light on fire and run run run


Male Human?HP 13/13 | AC 16 [T 12 FF 14] | CMB +5 | CMD 17 | F +5 R +2 W +0| Init +3 | Percep +0 |Lowlight Scent Fighter 1

I believe I made my wish very clear,

Here
and
Here as well.

I might have to stab-o-matic on my team to make my orders more clear.

Or leave them to die as I flee.

:) Evil is good like that.


HP: 13/13; 0 NL | AC: 12; T: 12; FF: 10; CMD: 10 | Fort: +4; Ref: +2; Will: +7 | Init: +3; Perc: +9
Powers:
PP: 10/10 | Conc: 8 | 1st (DC16): Collapse, Natural Healing, Biofeedback | 0th: Detect Psi, Hinder

Where Ekkehardt goes, I follow

Dark Archive

HP: 14/14

Wherever the sexy people goes, Lusk follows.


HP: 13/13; 0 NL | AC: 12; T: 12; FF: 10; CMD: 10 | Fort: +4; Ref: +2; Will: +7 | Init: +3; Perc: +9
Powers:
PP: 10/10 | Conc: 8 | 1st (DC16): Collapse, Natural Healing, Biofeedback | 0th: Detect Psi, Hinder

He means Ekkehardt, obviously. The cha scores say so. :)

Dark Archive

HP: 14/14

B@@#@!*~! You can have a low CHA and still be sexy as hell... Physically anyway.


HP: 13/13; 0 NL | AC: 12; T: 12; FF: 10; CMD: 10 | Fort: +4; Ref: +2; Will: +7 | Init: +3; Perc: +9
Powers:
PP: 10/10 | Conc: 8 | 1st (DC16): Collapse, Natural Healing, Biofeedback | 0th: Detect Psi, Hinder

I don't know. Haven't looked in the mirror in a while. We're probably all looking a bit rugged.

Dark Archive

HP: 14/14

*shrugs*

Holes and appendages still work just fine.


You've completed the introduction! Now you can finally begin to be awesome. :-) Also you're now Level 2.

Finally, here's the Campaign Song


HP: 13/13; 0 NL | AC: 12; T: 12; FF: 10; CMD: 10 | Fort: +4; Ref: +2; Will: +7 | Init: +3; Perc: +9
Powers:
PP: 10/10 | Conc: 8 | 1st (DC16): Collapse, Natural Healing, Biofeedback | 0th: Detect Psi, Hinder

Oh thank Asmodeus! I just doubled in usefulness!

Dark Archive

HP: 14/14

Oh f!*% I had forgotten about LFG! Really need to pick that and other webcomics back up...


Male Half elf Suel Human Cavalier
stats:
HP: 15/15 | AC: 18; T: 11; FF: 15(17); CMD: 16 | Fort: +6; Ref: +1; Will: +0 | Init: +1; Perc: +0

woot!


Male Human?HP 13/13 | AC 16 [T 12 FF 14] | CMB +5 | CMD 17 | F +5 R +2 W +0| Init +3 | Percep +0 |Lowlight Scent Fighter 1
Rofocale Lusk wrote:
Wherever the sexy people goes, Lusk follows.

Yes, yes you will.

Mahahahahahaha!

Now on to leveling up!


Male Human?HP 13/13 | AC 16 [T 12 FF 14] | CMB +5 | CMD 17 | F +5 R +2 W +0| Init +3 | Percep +0 |Lowlight Scent Fighter 1

1d10 + 2 ⇒ (9) + 2 = 11


HP: 13/13; 0 NL | AC: 12; T: 12; FF: 10; CMD: 10 | Fort: +4; Ref: +2; Will: +7 | Init: +3; Perc: +9
Powers:
PP: 10/10 | Conc: 8 | 1st (DC16): Collapse, Natural Healing, Biofeedback | 0th: Detect Psi, Hinder

Yes. I'll try to get that done tonight.
Highlights:
I can now increase the number of targets of my healing powers for 1pp
I now know, in character, the number of hit points collective members have lost, allowing me to never over heal someone
I can now deal damage to a foe and gain healing in return, but it's a melee touch

And more power points, etc.

Next level though, we all get communal telepathy. It's gonna be awesome for party banter. :D


Male Human?HP 13/13 | AC 16 [T 12 FF 14] | CMB +5 | CMD 17 | F +5 R +2 W +0| Init +3 | Percep +0 |Lowlight Scent Fighter 1

+1 skill point Bluff, Intimidate, Religion, Stealth
+1 Bab, CMD, CMB
+4 Fort
+3 Reflex
+4 Will

Touch of Corruption (1d6, 4/day) (Su) You can inflict 1d6 damage, 4/day

Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.


Male Half elf Suel Human Cavalier
stats:
HP: 15/15 | AC: 18; T: 11; FF: 15(17); CMD: 16 | Fort: +6; Ref: +1; Will: +0 | Init: +1; Perc: +0

so just to doublecheck... i take the best of whichever class right? ive never gestalted before


That's correct. You'll have a Fighter's Fort Save and HP + a Rogue's Reflex Save and skill points. Gain all class features for both. There's a gestalting guide somewhere that I'll send you after work tonight.


HP: 13/13; 0 NL | AC: 12; T: 12; FF: 10; CMD: 10 | Fort: +4; Ref: +2; Will: +7 | Init: +3; Perc: +9
Powers:
PP: 10/10 | Conc: 8 | 1st (DC16): Collapse, Natural Healing, Biofeedback | 0th: Detect Psi, Hinder

HP: 1d6 + 2 ⇒ (3) + 2 = 5
BaB +1
PP +4 for a total of 10
Class Abilities gained:
Soulthief's Touch
A soulthief vitalist of 2nd level who utilizes transfer wounds can choose to instead deal the amount of damage that transfer wounds would normally heal (1d6) plus the soulthief's class level to the target, healing himself a number of hit points equal to the damage dealt. A soulthief may not heal more hit points than the touched creature had prior to using this ability.
This ability may only be used on creatures with a Constitution score and may not be used against creatures in the soulthief's collective. A soulthief may use this ability on creatures with a total number of hit dice less than half his vitalist level, but he gains no healing from it.

Health Sense
Beginning at 2nd level, a vitalist may take a swift action to gauge the relative health level of collective members, determining the amount of damage, in hit points, that an ally has taken. In addition, the vitalist may make a Heal check as a standard action, with a DC of 15, to determine if any of the members of his collective are afflicted by a disease or poison.

Spirit of Many (Su)
A vitalist of 2nd level gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his collective, even if they are out of the power's range or would normally be immune to the power. Whenever a vitalist manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and bypasses any power resistance, although it still provokes an attack of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws -- their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw, subjects attempt those saves normally. The vitalist also adds the following augment to all powers with the Network descriptor:
Augment: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective.


HP: 13/13; 0 NL | AC: 12; T: 12; FF: 10; CMD: 10 | Fort: +4; Ref: +2; Will: +7 | Init: +3; Perc: +9
Powers:
PP: 10/10 | Conc: 8 | 1st (DC16): Collapse, Natural Healing, Biofeedback | 0th: Detect Psi, Hinder

Curious: should I gain my psicrystal now, or will it show up later?


HP: 13/13; 0 NL | AC: 12; T: 12; FF: 10; CMD: 10 | Fort: +4; Ref: +2; Will: +7 | Init: +3; Perc: +9
Powers:
PP: 10/10 | Conc: 8 | 1st (DC16): Collapse, Natural Healing, Biofeedback | 0th: Detect Psi, Hinder

Skills: Heal+1, Perception +1, Spellcraft +1, Autohypnosis +2


Male Half elf Suel Human Cavalier
stats:
HP: 15/15 | AC: 18; T: 11; FF: 15(17); CMD: 16 | Fort: +6; Ref: +1; Will: +0 | Init: +1; Perc: +0

hp gain: 1d10 + 1 ⇒ (2) + 1 = 3 >.<
add Bravery- fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
bonus feat = weapon focus dagger
Evasion
Rogue Talent - Bleeding attack- A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage.

Special: Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
BAB +1
Fort +1
Ref + 1
10 skills
(trained)Acrobatics +10, Diplomacy +4,Disable device +10,
Climb +6,Escape Artist +10 Profession Soldier +5,
Profession Sailor +5,Sense Motive +6,Sleight of hand+10,
Stealth, +10 Swim +6, Bluff + 4, Disguise +3


@Tolus: go ahead and gain it now. In Gameplay, it'll appear as you're relaxing before the meeting with your benefactor.


HP: 13/13; 0 NL | AC: 12; T: 12; FF: 10; CMD: 10 | Fort: +4; Ref: +2; Will: +7 | Init: +3; Perc: +9
Powers:
PP: 10/10 | Conc: 8 | 1st (DC16): Collapse, Natural Healing, Biofeedback | 0th: Detect Psi, Hinder

I've technically had it since the beginning, but you said we were missing our familiars and such. :)


That's correct. The AP specifically states that PCs begin with nothing - including spellbooks and Animal Companions. Some things can be recovered at the prison, the rest is restored at the safe house. :-)


HP: 13/13; 0 NL | AC: 12; T: 12; FF: 10; CMD: 10 | Fort: +4; Ref: +2; Will: +7 | Init: +3; Perc: +9
Powers:
PP: 10/10 | Conc: 8 | 1st (DC16): Collapse, Natural Healing, Biofeedback | 0th: Detect Psi, Hinder

Yay! I shall call him Sonof Rocky, and he shall be mine. :D


I still need Rofocale and Shinoko to level, but gameplay can proceed for now.

Dark Archive

HP: 14/14

Whoops, my bad. Was loking at what divine trait to take and then got distracted.

Dark Archive

HP: 14/14

Let's see:

HD: 1d12 ⇒ 9

+1 BaB
+1 Fort
+1 Ref

+1 Perception
+1 Intimidate

Paramortal I: The godling does not need to eat or drink. While the godling may partake if she desires, she suffers no penalties for lack of food or water, and does not suffer starvation or thirst. The godling ages only 1 year for every 2 years that pass.
Picking a Divine Trait is harder than picking a friggin Feat I swear it!


Each of you gains Devil's Pact as a bonus Feat. Ignore the "Special" drawback - for now....

Also, if you don't already have it, gain Infernal as a bonus language. That's what the telepathic voice spoke.


Skills:
Acrobatics +6, Bluff +7, Climb +0, K. Nobility +6, Perception +5, Spellcraft +6, Stealth +8, Survival +3
Stats/Fused Stats:
HP: 18/18 (+10/10) (6 NL) | AC: 13/17 (+4 MA); T: 13/13 (+4 MA); FF: /11/13 (+4 MA); CMD: 9/14 | Fort: +2/1; Ref: +3/+3; Will: +6/+5 | Init: +2; Perc: +4
Spells:
Level One: 4/4 | Prestidigitation: 3/3 | Summon Monster 8/8

HP: 1d8 ⇒ 8

-Posted with Wayfinder


Skills:
Acrobatics +6, Bluff +7, Climb +0, K. Nobility +6, Perception +5, Spellcraft +6, Stealth +8, Survival +3
Stats/Fused Stats:
HP: 18/18 (+10/10) (6 NL) | AC: 13/17 (+4 MA); T: 13/13 (+4 MA); FF: /11/13 (+4 MA); CMD: 9/14 | Fort: +2/1; Ref: +3/+3; Will: +6/+5 | Init: +2; Perc: +4
Spells:
Level One: 4/4 | Prestidigitation: 3/3 | Summon Monster 8/8

HP+8
0-Level spell Arcane Mark
1-lvl Spell Corrosive touch
Skill point in: Acrobatics, Bluff, Know. Nobility, Perception, Stealth

Eidolon: Improved Damage, HP +5

-Posted with Wayfinder


HP: 13/13; 0 NL | AC: 12; T: 12; FF: 10; CMD: 10 | Fort: +4; Ref: +2; Will: +7 | Init: +3; Perc: +9
Powers:
PP: 10/10 | Conc: 8 | 1st (DC16): Collapse, Natural Healing, Biofeedback | 0th: Detect Psi, Hinder

Looking through what I might purchase now.


Skills:
Acrobatics +6, Bluff +7, Climb +0, K. Nobility +6, Perception +5, Spellcraft +6, Stealth +8, Survival +3
Stats/Fused Stats:
HP: 18/18 (+10/10) (6 NL) | AC: 13/17 (+4 MA); T: 13/13 (+4 MA); FF: /11/13 (+4 MA); CMD: 9/14 | Fort: +2/1; Ref: +3/+3; Will: +6/+5 | Init: +2; Perc: +4
Spells:
Level One: 4/4 | Prestidigitation: 3/3 | Summon Monster 8/8

Combat Gear
alchemist's fire
Other Gear
fighting fan,
sling,
backpack,
bedroll,
belt pouch,
earplugs,
flint and steel,
silk rope (50 ft.),
skeleton key,
soap,
torch (10),
trail rations (5),
waterskin


HP: 13/13; 0 NL | AC: 12; T: 12; FF: 10; CMD: 10 | Fort: +4; Ref: +2; Will: +7 | Init: +3; Perc: +9
Powers:
PP: 10/10 | Conc: 8 | 1st (DC16): Collapse, Natural Healing, Biofeedback | 0th: Detect Psi, Hinder

Life got in the way of my looking, but my list is going to be similar to Shinoko's


Male Half elf Suel Human Cavalier
stats:
HP: 15/15 | AC: 18; T: 11; FF: 15(17); CMD: 16 | Fort: +6; Ref: +1; Will: +0 | Init: +1; Perc: +0

Are we ditching the guards gear?


Male Human?HP 13/13 | AC 16 [T 12 FF 14] | CMB +5 | CMD 17 | F +5 R +2 W +0| Init +3 | Percep +0 |Lowlight Scent Fighter 1

I will have gear posted in a bit, but I intend to keep the chain shirt, heavy steel shield, longsword and longbow.

I will add a two handed weapon and possibly some other items.

Most likely a falchion.

Dark Archive

HP: 14/14

Ugh, equipment shopping. The bane of my existence.

I'll just wait for the other three and copy one of them.


HP: 13/13; 0 NL | AC: 12; T: 12; FF: 10; CMD: 10 | Fort: +4; Ref: +2; Will: +7 | Init: +3; Perc: +9
Powers:
PP: 10/10 | Conc: 8 | 1st (DC16): Collapse, Natural Healing, Biofeedback | 0th: Detect Psi, Hinder

Combat:
Quarter staff (for psicrystal) -
Sling -
Studded Leather armor 25
Mace, heavy 12

Other:
backpack,
bedroll,
blanket,
belt pouch,
earplugs,
flint and steel,
silk rope (50 ft.),
skeleton key,
soap,
torch (10),
trail rations (5),
waterskin
Cheap holy text

I have no idea how much that actually comes out to, but I'm pretty sure it's under 200.


We've been moving rather slowly in this campaign. Is there something I should be doing different? Or is it just one of those times?

Dark Archive

HP: 14/14

I don't think you're doing anything wrong, no?

Me on the other hand though, I apologize for my lack of commitment to this game, I've tried to get into it but I think I'm just holding everybody else up.


HP: 13/13; 0 NL | AC: 12; T: 12; FF: 10; CMD: 10 | Fort: +4; Ref: +2; Will: +7 | Init: +3; Perc: +9
Powers:
PP: 10/10 | Conc: 8 | 1st (DC16): Collapse, Natural Healing, Biofeedback | 0th: Detect Psi, Hinder

I guess this just isn't starting quite like I expected. That and it is a busy time for me. As soon as we get into a flow with the plot I think I'll do better.

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