All's Well that Ends in a Well

Game Master Choon


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Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

As far as I can tell it's the GM who's up, right?

Not trying to make you feel bad since you've been posting regularly, just making certain.


The Man. The Myth. The Mask!

Yes, sorry. Site updates have really been messing with me.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

This last batch was ugly man. 1 hour up and 2 hours down on loop.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

I'm finally unfrozen and stuck between a few choices. My first thought is to charge in the tunnel, shoot vuzi with a grapple bolt and use that to drag her out.

Edit:
Odds - Drag
Evens - Smoke
1d100 ⇒ 85


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

I'd love to put another heal on me, but I could drag Vuzi up the stairs as well I guess.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Not that Simon would know, but she does unfreeze next round. She only needs to survive one more wave of the zombies. If Cain withdraws the Earth Elemental could block the door, sacrifice, and she can remove herself of her own accord.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

@Dulkk: I lol-ed hard at that idea of harpooning and range-pulling Vuzi up the stairs.
This is some serious weird s+$~ that fits so well to your character and may or may not be enough to stun Simon on the spot *haha*


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

More than just an idea if Opt 1 works in the game play! It's strange tapping into Dalkk's hyper intelligent mania. Goats, chickens, shooting allies, etc.

The more I picture Dalkk and Simon the more I compare the pair to Long John Silver and Jim Hawkins from Treasure Island. Obviously without the betrayal and such, but the nature of their relationship.


The Man. The Myth. The Mask!

You should be able to edit the map now.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Any word on if option 1 is viable on the gameplay side?


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

I can't wait to see if Vuzi's gets drug out by a harpoon.

I hope Vance lives. He's been super awesome in saving me. If he dies again, I think he's dying a hero.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Jup, your ability really saved our behinds down there, Vuzi.

Looking at the map, I'd recommend that we fall back to that T-crossing behind us, dividing into two groups and prepare our stand there.
Taking up the blue front-line we can fight 4 vs 2 against them, allowing all our frontliners (Emily, Cain, Vance, Simon, maybe some new-converters/summons) to attack at once while giving the alchemists some nice pulk to throw their bombs at.

on the other hand we might hold positions in a triangular around the exit, taking up positions Maglin-Emily-Simon. The undeads could only exit single-file to Dulkks position so we would fight 3 vs 1. Less space for the bombs, but better odds and maybe we can hold one or two melee fighters in reserve to replace paralyzed ones easily?


The Man. The Myth. The Mask!

Arrow grappling someone sounds painful...


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17
GM Choon wrote:
Arrow grappling someone sounds painful...

I rolled damage!

Edit: I just looked and I forgot to add +1 dmg from Point Blank Shot. On the upside we won't hear Vuzi scream? Although between this and the incident at the bar I imagine she may have more choice words for Dalkk

Edit 2: When you say it hits the backpack, does that mean no damage?


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

I prefer fighting at the doorway, that way, if we fall back, we're not getting split in half.

To use summon monster or not? I don't have a great alternative action, but it also doesn't seem 100% necissary.

I'll decide in fewer than four hours.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Some buffs you have left. Maybe something defensive you can put on me or Emily?
Just summon if nothing else makes sense. Well have to rest anyway, why keep spells?


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

I like the doorway option, modified slightly from Simons triangle. I'll be at my laptop soon but basically leave the 2 squares closest the door open, Maglin could grease that area. 1 square would be 2 vs 1 and the other would be 4 vs 1 not including Vuzi's spear with reach or alchemist bombs.

W - Wall, P - Us, G - Grease/Death Trap, S - Secret Door

WWWW
WPPP
WGGP
SWWW


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Looking at it again the S should be one to the right, and that should be covered in grease as well


Reporting for battle.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

To be clear, we're just waiting on Cain to withdraw?


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

sorry I thought I already made a post
so very sorry
post coming soon unless I fall asleep first


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

FYI I've been hospitalized for 2 to 5 days. What posts I do make are apt to be under the influence of heavy medication. Please feel free to bot me as needed. I apologize in advance for any inconvenience.


The Man. The Myth. The Mask!

I will be at a training all this week upcoming. I will still be able to post, but it will be entirely from my phone. This means I'll need the party's help in editing the map. Please., :)


2 people marked this as a favorite.
Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5
DW Duck wrote:
FYI I've been hospitalized for 2 to 5 days. What posts I do make are apt to be under the influence of heavy medication. Please feel free to bot me as needed. I apologize in advance for any inconvenience.

I sincerely hope your hospitalization is short. However Dalkk influenced by heavy medication could be more than the usual level of epic that I've come to expect from him.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -
GM Choon wrote:
I will be at a training all this week upcoming. I will still be able to post, but it will be entirely from my phone. This means I'll need the party's help in editing the map. Please., :)

Certainly, just give us the word ;-)

Edit: Little heads-up for anyone using atom-feed notifiers or the-like.
The atom-feed of the forum seem to have stopped working a couple of days ago, so if you are using them to stay on top of things without using flurry-of-f5, you probably need to revert to these ancient times again for the time being.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17
Vuzi Ognok wrote:
DW Duck wrote:
FYI I've been hospitalized for 2 to 5 days. What posts I do make are apt to be under the influence of heavy medication. Please feel free to bot me as needed. I apologize in advance for any inconvenience.
I sincerely hope your hospitalization is short. However Dalkk influenced by heavy medication could be more than the usual level of epic that I've come to expect from him.

Thank you for this. It cheered me up


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Wow nice. It still could have gone bad for one or two of us there - but also could have run well beyond Christmas ^^

CR10 is a real pain and you really, really have come close for a kill on Dulkk and Vuzis situation didn't look too well at some time as well.

IC incoming in a couple of hours.


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

Does this mean we level?
Regardless we need to find somewhere to sleep safely


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

It's only really CR 10 if we walk right into it like a bunch of fools, if we'd stayed in the hallway and been real cautious and sent in the animals or thrown lighted rocks, we'd probably have been much more fine.

Also I think we got ridiculously lucky. Survived a CDG on Dalkk, Simon making three fort saves, not having to be sickened, etc.

It is definitely time to sleep now.

Edit: we need 3652 xp to level, and this encounter provides 2400, so we do not, yet. Hopefully there's treasure of some variety in this room.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

I have a really amazing concept for a (possible) replacement char should it become necessary, thus I'll roll some dice so I can build it during my later train ride home.
The concept of it is just breathtaking and reminded me why I love Pathfinder so much. You can really build anything... Just enhanced by Choon's nice 1.5 Gestalt rules.

Rolls:

First set:
4d6 ⇒ (6, 5, 4, 4) = 19->15
4d6 ⇒ (5, 5, 6, 5) = 21->16
4d6 ⇒ (6, 2, 1, 6) = 15->14
4d6 ⇒ (4, 1, 3, 3) = 11->10
Not bad, not bad.

Second Set:
4d6 ⇒ (1, 1, 1, 5) = 8->7
4d6 ⇒ (5, 4, 3, 5) = 17->14
4d6 ⇒ (4, 1, 2, 6) = 13->12
4d6 ⇒ (1, 5, 1, 3) = 10->9
Wow, those are bad ^^


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

Remember we also had other encounters up top
Like the gargoyles and copious amount of rats and small number of other ghouls

That being said, what's your backup char?


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

The other encounters up top are what brought the xp to level down to 3652. That's not a number the game designers intentionally made a part of the game.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

I think I can recall a sentence of our humble master that he will track xp by himself and let us level up as he sees fit give or take a couple of (hundred?) xp.
But maybe that was somewhere else ...?

Concept: Eidodin (or maybe Padolon)
Divine vessel of all that is good, sent to utterly annihilate the undead and evil that are trying to hide in that vile dungeon.
Reincarnation of Saint Lymirin appearing as a eagle headed winged female of incredible beauty, with slay-first-ask-later approach to evil/undead.

Synthesist Summoner with Paladin-Oracle Gestalt, probably Aasimar for good measure.
Typical Synthesist melee havoc, natural attacks would be reflavoured to appear fittingly divine.
Paladin will provide smite evil, CHA-to-saves, couple of nice immunities and a d10-hp-dice.
Lunar-Oracle let me use my CHA for AC instead of Dex and the Tongues-Curse will cause me to speak Celestial-only during fights which is a sweet icing on a cake made of pure (holy) choclate.

Don't know about you, but I really like the sound of that creation.


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

We lived! I was getting ready to create another character. I thought we were goners.

I'm liking controlling the undead.

Did Vance live? I'm going to hate to have kill him if I can't control him when we wake up tomorrow. He's been awesome.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Yeah, I'd imagine there's got to be some undead under your control. I'm not sure if Thulian made it, though.

Also synthesist summoner paladin is kindof the ultimate "this game is too easy" class combo.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

I'd love to pair my alt with Simons. Its all drawn up, just need to finish shopping the tiny bits. My primary character inspiration is The Tick. He'd be the great all defense to Simon Alts raw undead terminator.

Currently he can heal an average of 100 plus HP per day. I gave him the clouded oracle curse and I think the lost drawback. So he lives in Rappan Athuk, can't see beyond 30ft, has trouble remembering where he's been, but is high invulnerable and the most optimistic little engine that could.


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Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

Would you have rather we had let you die?
Lol


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17
Marco Theseus Cain wrote:

Would you have rather we had let you die?

Lol

100% honest, tough call. I plan on during eventually, but looking to die to use a new character feels like I'm cheating death if that makes sense? I am prepared for Dalkk to die, I was sure he was done for after 4 rounds of paralysis in the middle of the horde. I am impressed and proud that he lived. I built him to be hardy... But damn.

I'm also very much looking forward to my alt character, very excited to try something new, but Dalkk will have to earn his death, I refuse to just let him lay down.


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

Good good.
That way when we loot your corpse it'll feel almost fair


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Right? I mean if we start spamming character death for wealth then I imagine we'll get smacked for it, but I'm hoping Choon will see an earned, good, hard fought death as fine and not impose death taxes


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

FYI Hospital update: I'm leaving tomorrow. I'll be on pain killers for a few weeks. I'm not in the clear yet, but everything is now 'standard and normal' healing and nothing to worry about. Didn't want to keep anyone in suspense.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

I can't edit the map, and Choon can't either, but anyone who can feel free to clear the Dalkk comments and images. Maybe drag the baddies off to the side? Not sure if Choon keeps them for a body count or not


The Man. The Myth. The Mask!

I don't. :)


The Man. The Myth. The Mask!

Update on me, my training is taking up a lot of my time, more than expected. I'm still going to update as I can, but it might be a little slow for a few days.


The Man. The Myth. The Mask!

Also, glad to hear you're into the healing phase!


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

I don't recall if we established a party fund or not. At many of my tables we divide gold with an extra share that becomes party gold.

For example a party of 4 finds 10,000 gold, so it gets split 5 ways with 2,000 each. The 5th share is for shared expenses like buying a folding boat for the whole party to use so that no one person gets stuck with the bill.

GM Choon wrote:
Also, glad to hear you're into the healing phase!

Thanks Choon! Earning RL xp over here, but somehow my Wealth By Level isn't keeping up


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -
DW Duck wrote:
Thanks Choon! Earning RL xp over here, but somehow my Wealth By Level isn't keeping up

Haha that's a good one. What was your enemy? A solid, unmoving object that jumped tour car? Or maybe a dire dog of your unfriedly neighbor?^^

Anyway good health from me as well *healing-poke*

@Maglin: I never understood why everyone bashed on the sythesist that hard. The normal summoner is way stronger, just by means of action economy. My first build idea was a Baroner which had incredible buffing powers while having the eidolon around nevertheless - buffed over the edge. Then I thought about a paladin gestalt and the above concept hit me and I really liked it. Also it wont be a half-elf which is really way out of league of other races. Even then, the sythesist physical attributes are not that impressive at the start and his bab progression is more 2/3 than 1/1. The summoned hp to sustain helps to keep it running of course but (without pala shenigans) you miss good saves. Also I'll go with biped form (so no pounce death) and rather go with lots of reach, trip, grab for battlefield control/defender build. I just can't figure a divine vessel on four legs. Maybe one could roll with a centaur-style concept and still take pounce (since that ability is such a beast)... But probably not, doesn't fit my concept well.
Anyway it is not a pressing issue after all (I love Simon and I am in no hurry to 'retire' him), so it is all for the fun of the build and concept at the moment ;-)


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

the synthesist is very synergistic and has lots of room for cheese

there's a concept called skill ceilings and skill floors in which the skill ceiling is the absolute most you can get out of your skill in doing the thing and skill floor is the worst you're basically able to be

the "problem" with synthesis is despite it's slightly lower skill ceiling from standard summoner or master summoner, it's got a higher skill floor


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Yeah I can see that argument, but in all honesty as a GM I would be much more concerned with the power ceiling of a class than the floor. You always have possibilities to push a weak player (just drop some cool stuff in their labs as a story-reward or something), but the other way round is really hard and dangerous - OOC as well as IC.

Ok, I can see a problem if all your players are new or have low system mastery and the synthesist is constantly outshining the others.
In my RL group I have a mixed bunch of players, two of them with very high system mastery and munchkin-bloodcells and one player with a dislike for digging through books and builds, just wanting to have a fun time and a cool concept. Synthesist is ideal for such a situation.


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

synthist are also remarkably potent on low point buys

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