5th Mendevian Crusade Group 1 (Inactive)

Game Master Brian Minhinnick


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Male Elf Hexcrafter Bladebound Magus 6, Init+3, F8/R6/W8+2vs Mind Effecting,AC19/T14/FF16, 45/45HP

GO TEAM!


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Well you guys need to pick up your druid and I'm available to play again if you'll have me back....better job with more spare time.

ADRIEL is similar to Jin. Did a 25 point buy. Not as dour and not a Bladebound. Has a petrosaur familiar.


Sorry man, but I'm still limiting parties to six, and I already gave Hallf the spot. I wish I had time to DM a third group, but I don't think that's going to happen.


Male Human Ranger 1

That's cool. I'll lurk. My own fault for dropping out.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

How would you like me to come in DM Jelani? Should I post in the "tavern" gameplay thread tied to the original recruitment thread? Just starting a week off so I should be able to post several times a day to speed things along :)


Just post in gameplay here. There's no real reason to use the tavern thread unless we need shared interaction between group 1 and 2.


AOO:
[dice=AOO Unarmed]1d20+13[/dice] [dice=Damage]1d6+4[/dice] #1
Group Boni:
+1 morale bonus to attacks rolls while charging; +2 morale bonus on saving throws against fear
Human Cavalier (Luring Cavalier) 7 / Monk (Zen Archer) 3 (HP 81/81; AC 25/20/23; F+13/R+10/W+15; CMD 33; Perc +26; Init +2)

Kenan will try to buy a headband of inspired wisdom +2 (4000gp).
Further he will search for an closeable locket and a priest who would be able to cast a heightened to level 4 continual flame (700gp) on the inner side of the locket.


AOO:
[dice=AOO Unarmed]1d20+13[/dice] [dice=Damage]1d6+4[/dice] #1
Group Boni:
+1 morale bonus to attacks rolls while charging; +2 morale bonus on saving throws against fear
Human Cavalier (Luring Cavalier) 7 / Monk (Zen Archer) 3 (HP 81/81; AC 25/20/23; F+13/R+10/W+15; CMD 33; Perc +26; Init +2)

I have updated the loot table:

Loot Table


That's fine Kenan. You can find anything that you have the money for.


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

I was looking at a Belt of Dexterity and a Ring of Sustenance

@ Kenan what about this and a Wayfinder

Ioun Torch:
Ioun Torch

Aura strong universal; CL 12th

Slot none; Price 75 gp; Weight —

Description

This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction

Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp


AOO:
[dice=AOO Unarmed]1d20+13[/dice] [dice=Damage]1d6+4[/dice] #1
Group Boni:
+1 morale bonus to attacks rolls while charging; +2 morale bonus on saving throws against fear
Human Cavalier (Luring Cavalier) 7 / Monk (Zen Archer) 3 (HP 81/81; AC 25/20/23; F+13/R+10/W+15; CMD 33; Perc +26; Init +2)

There will be an wayfinder in future, but this thing is not just a source of light. It is a nice surprise for users of darkness and deeper darkness.


@Jelani; I'd like to buy an +1 armored coat lined with mithral (no ACP so the feat won't matter and the same ASF as leather but +5 armor for 5,050gp) if that's alright with you. Then Peitry would sit on the rest of his 1000 gp to use for raw materials in crafting scrolls on the road.


That's fine Peitry.


Selling the +1 leather leaving Peitry 1825 gold plus change. Sheet updated.


AOO:
[dice=AOO Unarmed]1d20+13[/dice] [dice=Damage]1d6+4[/dice] #1
Group Boni:
+1 morale bonus to attacks rolls while charging; +2 morale bonus on saving throws against fear
Human Cavalier (Luring Cavalier) 7 / Monk (Zen Archer) 3 (HP 81/81; AC 25/20/23; F+13/R+10/W+15; CMD 33; Perc +26; Init +2)

I changed the permissions of the sheet to let you insert your purchases.


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

Selling back Owl's chain barding.

I was currently planning to put a down payment on a Holy upgrade for my sword, but I'm feeling like we have plenty of melee punch, so I think I'll save for a Phylactery of Positive Channeling instead. This will really help against undead, demons, and for healing us, and I've got the Channels to put it to good use. Problem is, it's 11,000. My current coinage amounts to 8782.8, about 2200 shy. Suggestions?


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Well Hallf is coming in with a Rod of Lesser Extend, maybe he could not have purchased it yet and buy Sigmunds at full price? RP wise he might say I could sell this, and Hallf would show an interest. It's a good item though so you might not want to loose it.


If you guys are intending to head straight back to the Fort, you're in for a lot of fighting before you can make a trip back to town. However, that means a lot of money next time you make it back.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Works for me, Papa needs some Wild Fullplate!


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

Sigmud would sell you his for 2500, with the understanding that the group is headed into an undead fortress, and he would recommend saving one charge to extend a consecrate.

If that suits Hallf, the rod is his and the phylactery is mine.

Let's get our purchases made and head back out on the next day. I want to clear that fort. I have materials for 4 more castings of consecrate. Anyone that wants to chip in for more is welcome to. It takes 1 holy water (25gp for me to make) and 25gp worth of silver dust (which weighs 5 lbs - I need help carrying much more) for each casting. Each casting will cover an area for a whole day (when extended) and gives us a distinct anti-undead advantage. We could even buy some with party funds. What do you all think?


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Call it 3000gp, its something I would have purchased anyway, and I'm fine with a charge going to consecrate - bit unfair to come in with a bargain. Hallf will extend a couple of greater magic fangs on himself and Yarra and then pass the rod over to Sigmund so it doesn't merge. Assuming of course that DM Jelani is cool with it.


That sounds fine.


Male Elf Hexcrafter Bladebound Magus 6, Init+3, F8/R6/W8+2vs Mind Effecting,AC19/T14/FF16, 45/45HP

Whats gonna work?
TEAMWORK!


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

DM, I was wondering could we upgrade an Exsisting Magical Weapon Like making my longsword +1, Longsword +1 Bane vs Evil


Of course. You just need to pay the difference. I believe you're thinking of the Holy enchantment, which is pretty expensive. Bane targets a specific creature type.

A +1 holy longsword would cost 16300some GP...so you'd need to pay 14,000ish GP to upgrade it to +1 holy. That's because holy is a +2 bonus enchantment, and added to the +1 it would be the equivalent of a +3 weapon.


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

I was thinking Bane but forgot to finish the thought RPing in worknot always a good thing.

Edit: Ok answered my own question, I thinking either Bane against Undead or Evil Outsiders.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

You can't really go wrong with either of those banes, they are pretty much the two broadest and best available for most campaigns - and especially here.

Would we need to worry about the time for upgrading items though? Since traditionally upgrading a magic weapon from +1 to +1 Something Bane would require 6 days. Personally I usually allow commoner magical weaponary to be subbed out at full price, so instead of upgrading your longsword the creator would simply take it and give you a new "upgraded version" for the same price it would take to do the upgrade.

The main reason I'm concerned is that it would set us behind on the timeline with the other party if we were to wait for a week for crafting.


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

The Time frame is up to the GM if it takes 6 days then I will go with something else.


I'm doing all upgrades/purchases as if they were on hand. I made the other party wait for their airship thing to get built, but that's a custom item. Anything on d20pfsrd.com that you want to buy, is on hand. There are TONS of crusaders coming through here, dying, buying and selling. Few are the places with more magical loot than the shops of Kenabres these days.

That's basically my pulled from ass explanation for what really is just ease of record keeping and game pace for me. I don't want this game to be about being bogged down in shopping. It's about kicking demon ass.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Awesome! And it makes sense, especially for demon bane stuff, would the same be true for Wild Dragonhide Fullplate later? I realize its a lot more niche, and an expensive item on top of that, and not something that needs to be worried about for some significant time, but still.


It'll be the same for everything that you don't make up out of thin air. If you want to build a ballistae mounted battle platform that fits onto your back while in t-rex form, it'll take some time. If you want a +x somesuch enchantment whateverthef~@*, it'll take 0 time.


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

Ok Upgrade his Sword to a Bane against Evil Outsiders, Done


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

Going to be hard for me to post this weekend, have both my face-to-face games back-to-back.

Sigmund is done purchasing, ready to head out.


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20

So what about selling? 1/2 cost? I posted my intentions in thread. Also I lost track of my arrow count so just rebuying 60 arrows to fill the quiver.


Yes, sell for half. Looks like everyone's made their purchases. Hurry up and finish roleplaying the acceptance of Hallf into the group and we're good to move on.


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20

Tommorrow I'll fix the coinage on my stat page, but alright kick ass.


Male Elf Hexcrafter Bladebound Magus 6, Init+3, F8/R6/W8+2vs Mind Effecting,AC19/T14/FF16, 45/45HP

Lions and tigers and bear, oh my!


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Hallf Perception break down....

7 ranks, 3 class skill, 3 Racial from Eyes of the Hawk, 5 Circumstance from Eyes of the Eagle, 4 wisdom = 22.

I think you were missing his Eyes of the Eagle - which specifically do not look like the horrible picture. I'd actually like to think of it as the markings his avatar has on his face, say its a slender metal device which is kept in place by tension being hooked into his hair and under his skin and further reinforced by a coating of warpaint.

Also note that Hallf gets +2 to initiative in surprise rounds so he should act before the lions in the surprise round only. Its part of the Eyes of the Hawk ability, and I thought that was never going to come in handy!

Also can I note that Hallf will be in trex form from pretty much the moment the group get past the Wardstones. Depending upon the groups pace he may not have Little Yarra out - she might be in her figurine form.

If we are doing 40ft. she will be out, if we are doing 50ft. she will not. If anyone would like to ride her since Hallf hardly ever does they are welcome to.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

With AOOs since Hallf has 15ft. reach in this form I'll just go ahead and roll them in a spoiler with the understanding that the roll only counts if an AOO is generated and is otherwise not relevant in anyway. Is that acceptable? I feel it will enable things to move along more swiftly.

Peitry any chance of getting you to cast Mage Armor on Hallf? Perhaps in exchange for an extended Endure Elements cast last night? Or you can just borrow Hallf's Pearl of Power to restore it?


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Also not certain how the Eyes of the Hawk ability would work with Yarra? So for the moment I'm assuming she will act on Hallf's normal init of 8 after the lions.


Mage armor isn't on my prepped list but we'll change that after next rest and then yes, no problem.


Okay, everything noted Hallf. We're moving at 40 feet, and Yarra will always act on your initiative to make things easier. However, she failed her perception check so she's not doing anything in the surprise round.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

I meant for him to 5ft towards lion 4, DM Jelani since that one is more likely to move and perhaps occupied with the crocodile. Should have been more specific than in front.


Male Horse Animal companion (HP 66/66; AC 33/15/27; F+9/R+12/W+5; CMD 29; Perc +10; Init +5)

One small remark: When you roll perception for the group, don't forget Tsonjin


My bad, he's added to the macro now.


AOO:
[dice=AOO Unarmed]1d20+13[/dice] [dice=Damage]1d6+4[/dice] #1
Group Boni:
+1 morale bonus to attacks rolls while charging; +2 morale bonus on saving throws against fear
Human Cavalier (Luring Cavalier) 7 / Monk (Zen Archer) 3 (HP 81/81; AC 25/20/23; F+13/R+10/W+15; CMD 33; Perc +26; Init +2)

Thanks


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

I don't think Yarra would be entitled to an AOO as she is flatfooted.

Does the Giant Crocodile stay on init 10, or move to init 8? I'm not sure why his init would drop because Hallf looses his bonus, but its a bit of a weird one. Either way, he's doing his job of absorbing damage pretty well, but staying on 10 would net him and extra attack before he gets shredded!

That's a nice maneuver Sigmund! I'm going to have to start using that, with 15ft. reach whipping a trex tail in their face to blind them generally should not provoke...

And thank heaven for the grapple flow charts, they make it so much easier! I used to get a headache even thinking about grappling, but now it feels quite streamlined.


Ah yes, Yarra is flat footed. Forgot that, so ignore the AOO. Thanks catching my mistake.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

How are we going to address the mounts situation? Sirhan is going to ride Yarra, already PMed about that,

DM Jelani: I've always thought rake was very poorly written, but I'm pretty sure they aren't supposed to be able to use it in the first round.

PFSRD wrote:

Rake (Ex)

A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.

I've also got a few nice forms with rake, notably the Allosaurus, so I want to ensure we are playing this correctly.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Whoops, nevermind me, she does get AOOs while flatfooted because she has combat reflexes! Nice!

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