A Legacy of Hatred

Game Master Byden


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M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)

Don't think I'm cheating... while the spell allows awakening from taking damage, that's a game mechanic manifestation of a real world phenomenon.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

I agree, being burned would certainly wake me, even if I'd taken Niquil, or whatever. Of course most of the group is prone, so only 15ft can be moved this round.


Male Half-orc Oracle 4; HP 28/28; AC 18 (T11/FF17) CMB +6, CMD 17; Fort +3, Ref +3, Will +5; +4 vs. Disease [R Spore Prime]

Woops, put my gameplay post in the discussion posts. lol.
Fixed now.


Male Half-orc Oracle 4; HP 28/28; AC 18 (T11/FF17) CMB +6, CMD 17; Fort +3, Ref +3, Will +5; +4 vs. Disease [R Spore Prime]

Gwendolyn was right. There is no way in hell we're going to get to the other side. We'll be spending more time waking everyone up than actually moving, and all it takes is one very unlucky series of will saves and we're finished anyway.
Time to bail.


M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)

Ok.
and Grimward's heavy load is 200lbs, he can drag about a ton.

Is there rope left in addition to the 15ft between us?


M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)

Ormiz doesn't have a +2 will...


Male Half-orc Oracle 4; HP 28/28; AC 18 (T11/FF17) CMB +6, CMD 17; Fort +3, Ref +3, Will +5; +4 vs. Disease [R Spore Prime]

Yeah, and Grimward doesn't have +5. I suspect there's some kind of bonus we're unaware of (perhaps if you pass the first check, you get a +2 circumstance bonus afterwards?)


Male Half-orc Oracle 4; HP 28/28; AC 18 (T11/FF17) CMB +6, CMD 17; Fort +3, Ref +3, Will +5; +4 vs. Disease [R Spore Prime]
Ormiz wrote:

Ok.

and Grimward's heavy load is 200lbs, he can drag about a ton.

Is there rope left in addition to the 15ft between us?

Woops, you're right. 5x max load. 1000 lbs drag limit. neat

Yes, there certainly should be enough rope for a bit of extra hanging off the end.


Could we manage to go back where it's safe and then torch the field?


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

And here's why its not so terrible...


Male Half-orc Oracle 4; HP 28/28; AC 18 (T11/FF17) CMB +6, CMD 17; Fort +3, Ref +3, Will +5; +4 vs. Disease [R Spore Prime]

Burning down the forest I think shoUld be a last resort.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Lol, for the record Create Water would work its just only got a range of 25ft. +5 per 2 levels and Ormiz is 60 ft away.


M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)

Ormiz is light - can someone drag him closer by the rope?


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

They could drag him a little, enough to hurt and thus wake him, but not really drag him back, too many places to snag the rope, etc.


Male Half-orc Oracle 4; HP 28/28; AC 18 (T11/FF17) CMB +6, CMD 17; Fort +3, Ref +3, Will +5; +4 vs. Disease [R Spore Prime]

Hmm, so take it the pollen rejuvinates after a certain numbee of rounds. Did Grimward pass his will save or not?


M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)

60ft is further than we went


Male Half-orc Oracle 4; HP 28/28; AC 18 (T11/FF17) CMB +6, CMD 17; Fort +3, Ref +3, Will +5; +4 vs. Disease [R Spore Prime]

True, But It makes sense. The pollen takes effect on Initiative 0, so only after you move.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Can everyone please be sure to keep hp total updated in your classes lines. I'll be using those to gauge what I can throw at you guys and for in combat write ups.


M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)

sorry about posting as Harakani guys :(


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

It happens :) I'll just remove Harakani from the characters list no probs.


Female Human Gunslinger 2; HP 18/18; AC 21/T12/FF19/CMD 15;+4F/+6R/+0W; Init +3; Perception +5, Sense Motive +6

Sorry for being disengaged. Hopefully Gwen hasn't doomed everyone here.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

No problem Gwen nice to see you back, I was aware of your schedule difficulties from your own game.

Ormiz, I think with the knowledge check you got from the library its safe to say the only thing that really makes sense for his name - Thricefailed - is having challenged for leadership, its perhaps surprising he is alive, since such bouts are often fatal for the looser.


Male Half-orc Oracle 4; HP 28/28; AC 18 (T11/FF17) CMB +6, CMD 17; Fort +3, Ref +3, Will +5; +4 vs. Disease [R Spore Prime]

Just a heads up, I'm flying out of London & on the way to Paris in an hour. Thus far, posting has been no problem but I can make no promises once in continental Europe. Worst case scenario, I'll need to be ghosted but will be back home in a week, so not too long.
Laterz!


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Noted Grimward, hope its fun :)


Male Elf Rogue 1 (AC 18, Saves Fort +4, Ref +9, Will +6 HP 6 out of 15?)

Just to let you know: For the next week, I'll be away in another part of the state, I should have internet connection but my posting maybe slower. If you need to NPC me for a bit due to slowness, feel free, but hopefully that won't be necessary.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Noted Staryth, thanks for the heads up :)


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Apologies folks not got time to do a proper post and map tonight, it'll be up tomorrow.


M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)

Is Ormiz up?


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Yes everyone is up, save Vance, not sure why I omitted that.


Female Human Gunslinger 2; HP 18/18; AC 21/T12/FF19/CMD 15;+4F/+6R/+0W; Init +3; Perception +5, Sense Motive +6

Not to harp again on it, but I'd appreciate people making an effort to use the round/Initiative template.

Also, do we have the hit/save statistics for this creature?


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

I'll pop it up in a spoiler under my alias.


Female Human Gunslinger 2; HP 18/18; AC 21/T12/FF19/CMD 15;+4F/+6R/+0W; Init +3; Perception +5, Sense Motive +6

AC 14, touch 8, flat-footed 14 hp 7/19 Fort +7, Ref +0, Will +2

For reference.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

And level 2! Please post a bullet point list of changes to your character, I'll post an example below, obviously you don't need to worry about the eidolon stuff.

Example Level Up wrote:


Aldern Foxglove

Level up info...

Pavro
+8 hp - 5 roll, 1 con, 1 favored class.
+1 Fort
+1 Reflex
+1 BAB, so +1 to hit and +1 to CMB and CMD.
Feat = Augment Summoning.
Skills = Bluff, Diplomacy, Spellcraft increased by 1 each.
Spells Known = 1 extra 1st and 1 extra cantrip.
Spells Selected = Summon Monster I, and Guidance cantrip.
Spell Slots = 1 extra 1st level.
Class Abilities = Summon Monster II

Aressa
+10 hp - 6 roll, 1 con, 3 toughness feat.
+1 Will
+1 BAB, so +1 to hit and +1 to CMB and CMD.
Feat = Toughness
Skills = Acrobatics, Knowledge the Planes, Perception, Stealth increased by 1 each.
+1 Evolution Point, spent on Improved Natural Armor
+2 natural armor


M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)

so - I'm seeing Ormiz is going to need to do a second level of Alchemist (no justification for wizard yet).

is this okay?

Ormiz
+6 Hp - 5 (d8), 1 favored class
+1 Fort
+1 Reflex
+1 BAB, so +1 to hit and +1 to CMB and CMD.
Skills = 9 pts craft:alchemy, stealth, knowledge:dungeoneering, knowledge:engineering, knowledge:Geography, knowledge:History, knowledge:Nobility, knowledge:Planes, knowledge:Religion.
Extract known = +1 (Cure Light Wounds)
Extract slots = 1 extra level 1
Class abilities =
+Discovery (Explosive Bomb)
+poison resistance +2
+perfect recall: +5 (int) to knowledge checks


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

For the record Ormiz I'm fine with you taking a level of wizard, we could mechanically handle it as you piggy backing off Vance's books for the time being - assuming DH is cool with that.

We simply aren't going to stop for long enough for you to realistically write up all of your first level spells, etc. - at standard scribing rates that would take weeks. Wizards a tad awkward to enter in game, so if you let me know what spells you want to take from your free entitlement I'll throw in a book as treasure maybe something that was written by another alchemist/wizard and thus makes use of a lot of jargon you are familiar with or the like. I'm sure we can justify it easily enough if we put our heads together.


M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)

Bought the Defensive Primer (Discussion post #59) in part to get formulae but also to get access to a full spellbook.
As I recall the rules say you can eke about 4 hours per travelling "day" on downtime stuff (like potions and scribing). Does that help?


Male Human Ranger 2 [ HP: 20/20 | AC:17 T:14 FF:13 | F: +4 R: +7 W:+0 | Init +6 Perception +4 | CMB +3 CMD +17 | EXP:1434]

Criss
+8 hp - 6 roll, 1 con, 1 favored class. (going on average here, not sure if we are supposed to roll?)
+1 Fort
+1 Reflex
+1 BAB, so +1 to hit and +1 to CMB and CMD.
Feat = none
Skills = Handle Animal, Intimidate, Perception, Stealth, Survival increased by 1 each. Swim+5, Climb+5 and Spellcraft+6 learned
Class Abilities = Combat style(Archery) feat: Focused shot.


Male Half-orc Oracle 4; HP 28/28; AC 18 (T11/FF17) CMB +6, CMD 17; Fort +3, Ref +3, Will +5; +4 vs. Disease [R Spore Prime]

I think the group would benefit the most from a stronger divine caster. Taking level in Oracle.

Grimward
+7 Hp - 5 (d8), +1 favored class, +1 con
+1 Will
+1 BAB, so +1 to hit and +1 to CMB and CMD.
Skills = 1 rank in Survival, Intimidate and Knowledge(Religion)
Spells Known = a 0 Level spell (detect poison) and Mystery bonus spell (ray of enfeeblement)
Extra Spells per day= 1 extra level 1 spell per day
Caster Level + 1
Class Abilities = Mystery Spell (see above)

Luckily, hotels often include WiFi :-)


+5 HP
+1 Will
+1 BaB
+1 Acrobatics, Disable Device, Knowledge: Arcana, Knowledge Engineering, Craft: Trapmaking, Craft: Alchemy, Ride, Spellcraft

+1 caster level
+1 1st level spell per day
New Spells: Grease, Fabricate Bullets


Male Elf Rogue 1 (AC 18, Saves Fort +4, Ref +9, Will +6 HP 6 out of 15?)

Sorry, I feel foolish for asking how are we determining Hit points again?


Male Half-orc Oracle 4; HP 28/28; AC 18 (T11/FF17) CMB +6, CMD 17; Fort +3, Ref +3, Will +5; +4 vs. Disease [R Spore Prime]

I was under the impression it was 1/2 hit die + 1. Then add other factors (constitution modifier, favoured class bonus, toughness feat, etc)


Female Human Gunslinger 2; HP 18/18; AC 21/T12/FF19/CMD 15;+4F/+6R/+0W; Init +3; Perception +5, Sense Motive +6

+7 hit points
+1 BAB
+1 Fortitude
+1 Reflex
1 rank in Bluff, Craft (alchemy), Diplomacy, Intimidate, Knowledge (local), Perception, Sense Motive
Favored Bonus: 1/4 grit point


Male Elf Rogue 1 (AC 18, Saves Fort +4, Ref +9, Will +6 HP 6 out of 15?)

Ok. Sorry for delay. I'm in another part of the state right now and have fewer resources to upgrade my character with.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Sorry, yes, its half plus one for HP, plus con, etc. So 4 for 1d6, 5 for 1d8, etc.


Male Elf Rogue 1 (AC 18, Saves Fort +4, Ref +9, Will +6 HP 6 out of 15?)

Finally back *hugs laptop*
Taking another level in bard, though some of my skill choices will show his wizardly blood (is Wizardly a word?)

+6 Hit Points (Average 4 plus one, plus con)
+1 BAB
+1 Reflex
+1 Will
Skills (Favored class added): Buying Knowledge (Arcana) (History)Perception, Perform (Dance), Sleight of Hand, Spellcraft, Use Magical Device. Bought up Diplomacy and Perform Sing
Caster Level+1
Spells gained: Silent Image (1st level) and Detect Magic (Cantrip)
Spells increase: +1 1st, +1 Cantrip
Class Abilities: Versatile Performance (Sing, so bluff and Sense motive affected) and Well Versed


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Can everyone please be sure to update the info in their class line for their new level.


Male Half-orc Oracle 4; HP 28/28; AC 18 (T11/FF17) CMB +6, CMD 17; Fort +3, Ref +3, Will +5; +4 vs. Disease [R Spore Prime]

Final plane trip back home. Will likely be offline for 24 hrs or so. Its a long flight:-)


M (HP 15/15; AC 14, Touch 12, Flatfooted 12; Fort +3, Ref +5, Will +0; Init +2; Perception +4, Sense Motive +1) Human Alchemist (Mindchemist)

Should now be okay


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Don't Worry About It: 1d20 + 7 ⇒ (15) + 7 = 22
This Either: 1d20 + 2 ⇒ (1) + 2 = 3
Or This: 1d20 + 5 ⇒ (8) + 5 = 13


Male Elf Rogue 1 (AC 18, Saves Fort +4, Ref +9, Will +6 HP 6 out of 15?)

Ok, have had trouble on and off with our internet connection since last night. Hopefully I'll still be able to get a post in now and then

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