All's Well that Ends in a Well

Game Master Choon


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The Man. The Myth. The Mask!

CL 10 is about the limit of what you would have had access to. Anything above that and you start talking about real movers and shakers in the region/world. I'm not sure you could achieve the diplomacy to even get past their secretaries.


Current AC-22|T-17|FF-17|CMD-14|Mage Armor 6 Hours|
Offense:
Range +10 Melee +3 | Hex Save 19 | Flight 5/6
Defense:
AC:18|T17|FF13|CMD14 | HP 42/42 FHP 21/21 | Saves (F|R|W): 5|8|8 +2 Underground Traps/Hazards

Per fluff (not up yet) I was adopted as a familiar by a wizard before I was too grown enough to be recognized as not an animal, and he's the one who taught me magic. I kinda pegged him as the one who did it, but out of my life now. I picked CL 10 because I needed CL 9 for the spell and 10 made the math easier :p

If it gets dispelled not sure I'd go about getting perm again, but I kinda hoped that Ulman Dark could potentially have that level of magic


Current AC-22|T-17|FF-17|CMD-14|Mage Armor 6 Hours|
Offense:
Range +10 Melee +3 | Hex Save 19 | Flight 5/6
Defense:
AC:18|T17|FF13|CMD14 | HP 42/42 FHP 21/21 | Saves (F|R|W): 5|8|8 +2 Underground Traps/Hazards

Unrelated but can't fix atm, my AC is to be 1 lower. Shroud of Water is only +4 ac atm. Kineticist burn uses character level, not kineticist level, and I mixed that in with Shroud of Water.


The Man. The Myth. The Mask!

Makes sense. You are unsure of Mr Dark's power level. He plays that close to the chest.


Current AC-22|T-17|FF-17|CMD-14|Mage Armor 6 Hours|
Offense:
Range +10 Melee +3 | Hex Save 19 | Flight 5/6
Defense:
AC:18|T17|FF13|CMD14 | HP 42/42 FHP 21/21 | Saves (F|R|W): 5|8|8 +2 Underground Traps/Hazards

If I had to guess I'd say Mr. Dark's power level scales with the plot, but that's just me =D


The Man. The Myth. The Mask!

There's a lot of XP to be had tinkering with plants. ;)


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
Nikki Tempest wrote:

Yeah, and so can a +1 sword, which can also be lost, stolen, or sundered. If GM Choon will allow it I wouldn't mind having it cast at a higher CL though.

Its definitely a risk, but with a perm cost of 3k (including CL 10 casting services) its not the most expensive spell in the world. Mechanically the difference is +2 Atk on my likely least used offensive tool and +2 AC. Feels about the right cost especially considering I don't wear armor.

Plus, awesome rp possibility

no, a dispel would tenporarially supress a +1 sword, and even a sundering could be fixed by a make whole at high enough caster level

Though in my case, even sundering would just make me produce new blades


Current AC-22|T-17|FF-17|CMD-14|Mage Armor 6 Hours|
Offense:
Range +10 Melee +3 | Hex Save 19 | Flight 5/6
Defense:
AC:18|T17|FF13|CMD14 | HP 42/42 FHP 21/21 | Saves (F|R|W): 5|8|8 +2 Underground Traps/Hazards

Good to know about suppressing, but we weren't talking about your blades, just magic in general. And yeah, magic is kinda high risk high reward, but I don't much suspect that I'm going to lose it on day 1. Its like saying L'nshpad could be killed or Dalkk could lose his crossbow. There's risk of loss in all of it and I'm comfortable with the investment.

More important then that... When else will I get the chance to RP under 2 ft tall and struggle lifting even 20 pounds or get carried around at a speed slower then my walk via Unseen Servant

Hopefully they'll be more concerned about dispelling my other magics anyway lol.


The Man. The Myth. The Mask!

I'm just going to point out that 'Hopefully' right there. No reason. :P


The Man. The Myth. The Mask!

But no, I won't be that mean. Not right off.


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

Greater dispel magic hits an area, but that's a 5th/6th level spell, so you should be good for a while, and you are right, that is cool RP


Current AC-22|T-17|FF-17|CMD-14|Mage Armor 6 Hours|
Offense:
Range +10 Melee +3 | Hex Save 19 | Flight 5/6
Defense:
AC:18|T17|FF13|CMD14 | HP 42/42 FHP 21/21 | Saves (F|R|W): 5|8|8 +2 Underground Traps/Hazards

On the upside if it does get dispelled my dagger will go from doing 1d2-2 dmg to 1d3-1 damage, so I got that going for me.


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

Don't you mostly use water blasts that aren't affected by size anyway?


Current AC-22|T-17|FF-17|CMD-14|Mage Armor 6 Hours|
Offense:
Range +10 Melee +3 | Hex Save 19 | Flight 5/6
Defense:
AC:18|T17|FF13|CMD14 | HP 42/42 FHP 21/21 | Saves (F|R|W): 5|8|8 +2 Underground Traps/Hazards

Yeah, that was teasing. Cold Energy blasts that Target Touch AC. Honestly though if I'm using that its because something else didn't work. I've got quite a few options to explore before I start popping Cold Blasts, most likely to see it vs undead that are immune to 2 out of 3 hexes.

I wanted to have a fall back weapon so I wasn't completely helpless without hexes/spells.


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

it also helps with stamina, considering that it doesn't expend any resources

as a side note. recent events have prompted me to build a backup character in the event that Cain somehow dies

a Dwarven Fighter/warpriest of Torag


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: -

@Nikki: Just had a searing thought. Aren't undead mostly immune to cold damage ...? Would be quite bad for your "in case of undead incursion break glass" plan.


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

about one in three are immune to cold damage yeah, but doesn't water also have a bludgeoning option?


Current AC-22|T-17|FF-17|CMD-14|Mage Armor 6 Hours|
Offense:
Range +10 Melee +3 | Hex Save 19 | Flight 5/6
Defense:
AC:18|T17|FF13|CMD14 | HP 42/42 FHP 21/21 | Saves (F|R|W): 5|8|8 +2 Underground Traps/Hazards

Yeah, but I have to choose one or the other. My BAB is beyond terrible. Physical Blasts hit AC, Energy Blasts target Touch AC, so I need to stay in that wheel house. We fight both Living and Dead, so I don't want to use Positive or Negative energy. This leaves Air (lightning), fire, and water (cold).

Air is very tempting. Rare to see Electric Resistance. A few cool utilities. Defense trait gives 20% miss chance to arrows. As I'm in the back presumably that's helpful, but not as helpful.

Fire is all attack, no real utility, defense is garbage. Fire is a decent standby, but the most common energy type to use and to defend against.

Water has a Cold energy blast, some decent utility, and the defense is basically mage armor which frees up spell slots and can be converted to shield if I want to use Mage Armor anyway.

I'm open to a different analysis if anyone has it, but given my options I think its a decent choice.


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 though air as well, but the defense isn't that super, you're right.
Tough call.
I would probably have chosen Air, because the one thing you really want that blast for (fighting stuff most of your other things cannot touch) isn't usually immune against.
Water has better defense, which probably is more useful 85% of the time.
I think I like lighting utility somewhat better overall - there's one to gain Evasion which should be awesome for you?

Anyway both are perfectly fine choices. Just had this ... cold damage ... undead ... oh wait, there was something ....


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: -

Money&Stuff:
- 16848g carry over from my last calculation (various troll loot)
- 4154g for the +1 keen throwing axe (no extra pay from the dwarves, so we either sold them or someone in town)
- 350g for the dwarven armor
--> Total of: 3558g (dividing by 6) OR 4269g 6s (if divided by 5)
--> Probably we should not count Nikki in for the Troll-loot-share, since she started with lvl 6 wealth?

Guess those numbers are pretty save to assume.
NOT counting the the two big, flashy swords (the Evil one that get us taht noble to babysit through Rappan Attauk *rolling eyes* *well-played-GM-exhale*). We still need to sell them.


The Man. The Myth. The Mask!

I do have a reason for bringing this torture upon you besides revenge for taking my Evil Guy's sword, by the way. Just in case anyone was wondering. The sword was just a convenient way to get him to you.


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: -

This is even worse *rofl*
***
Just kidding. I am curious to see what your mind (or those that wrote this anyway) has come up with this time.
I can't be too bad, can it?
Oh yeah, we're playing Rappan Attuk. It probably can.


The Man. The Myth. The Mask!

This guy is 70% me with inspiration taken from the Rupert of the All Guardsmen Party.


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: -

Oh my ...
***
Then ... where's our 'Albert'?
***
Back to topics at hand: magic items. Up to what value can we easily buy in the town? They would not have a +1 keen kukri in store - just by chance-miii?


The Man. The Myth. The Mask!

They have most masterwork available and can construct +1 weapons given the time, but magic isn't on store shelves aside from half a dozen items or so every time Pye comes back from a run to a big city. You can essentially prompt a roll for more items when you send him off to sell something and the more this happens the more people will notice that you're getting things from the dungeon. That will prompt adventurers and investors which will improve the quality of items Pye can acquire. The dungeon has historically done more to suppress the economy than grow it. It's not good for business when your customers die.

1d6 + 5d100 ⇒ (5) + (53, 82, 43, 91, 85) = 359
3d100 + 3d2 ⇒ (26, 94, 52) + (1, 1, 2) = 176
1d100 + 1d2 ⇒ (85) + (2) = 87
1d100 + 1d2 + 1d200 ⇒ (90) + (2) + (91) = 183
Scrolls: Air Bubble (1st;25g), Web Shelter (3rd;150g), Toxic Gift (3rd;375g)
Ring: Ring of Swarming Stabs (6k)
Wand: Wand of Battering Blast (CL 5th, CMB+10;11,250g)


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

I'm thinking we leave him a room behind with the trolls while we clear the place out
That or we hire the other party to keep him safe XD


The Man. The Myth. The Mask!

Haha! That might be an option! The ferry is a shared space. So if you're ever in town together you'll definitely meet then!


Current AC-22|T-17|FF-17|CMD-14|Mage Armor 6 Hours|
Offense:
Range +10 Melee +3 | Hex Save 19 | Flight 5/6
Defense:
AC:18|T17|FF13|CMD14 | HP 42/42 FHP 21/21 | Saves (F|R|W): 5|8|8 +2 Underground Traps/Hazards

GM Choon

Can I select Lore (Rappan Athuk) for my Background Skill?


The Man. The Myth. The Mask!

Sure!


Current AC-22|T-17|FF-17|CMD-14|Mage Armor 6 Hours|
Offense:
Range +10 Melee +3 | Hex Save 19 | Flight 5/6
Defense:
AC:18|T17|FF13|CMD14 | HP 42/42 FHP 21/21 | Saves (F|R|W): 5|8|8 +2 Underground Traps/Hazards

I'm kinda struggling here with my familiar as it's my first time using one. I think I've got everything else covered, but I'm stuck on Familiar skills.

d20pfsrd; Familiar Basics wrote:


Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

I believe what this is saying is that Familiar Skill Ranks = Either My Skill Ranks, or the Familiars (supposing I can succesfully reverse engineer it). It then treats the listed skills as class skills for the +3 bonus.

I think where I'm really lost is "some skills may remain beyond the familiar’s ability to use." Is there a list somewhere, or is this common sense/GM judgement call?

Outside of the skills determined to be unusable... Do Familiars have all the skills PCs do?


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: -

Let's see:
- Skill Ranks: Check
- the familiars: Just look up the base animal and see what is written there
- beyond abilities ability: Common sense/GM judgment due to incredible different familiars, typically one checks for physical requirements: has it hands able to hold X (e.g. for UMD, Disable Device), can it speak (Linguistic, Diplomacy, Bluff, ...) is it intelligent (Knowledge: Y)
- Pc-skills: In principle, yes


Current AC-22|T-17|FF-17|CMD-14|Mage Armor 6 Hours|
Offense:
Range +10 Melee +3 | Hex Save 19 | Flight 5/6
Defense:
AC:18|T17|FF13|CMD14 | HP 42/42 FHP 21/21 | Saves (F|R|W): 5|8|8 +2 Underground Traps/Hazards
Simon Blue-Eye wrote:


- the familiars: Just look up the base animal and see what is written there

Are you saying that I shouldn't reverse Engineer?

For my example I'm selecting the Flying Fox Bat. It lists Perception as +9. I can't assume this is the Bats Ranks can I? It has Skill Focus for +3, WIS +2, suggesting skill ranks of 4, or 1 if non-familiars get class skills.

On ths other hand it lists Fly +5. With Dex +1 and Tiny Size +4, this should mean 0 Ranks?

Meh.... sounds like a moot point. My ranks are higher then it on both.


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: -

@Choon: How long did we travel since the fight with the trolls? Must know that, since training a trick takes one week and I need to know when I'm done (and can start the next one).


Current AC-22|T-17|FF-17|CMD-14|Mage Armor 6 Hours|
Offense:
Range +10 Melee +3 | Hex Save 19 | Flight 5/6
Defense:
AC:18|T17|FF13|CMD14 | HP 42/42 FHP 21/21 | Saves (F|R|W): 5|8|8 +2 Underground Traps/Hazards

For what it's worth, we were quoted as "A couple days North" from Zelkor's Ferry. We turned West for an unspecified amount of time through a bog, but same post listed 'one everning' which suggests at least 2 to choose from? After that first encounter with the trolls we traveled "Some days". Assuming the way back was similar to the way there it seems to be at least 1 week travel between Zelkor's Ferry and the Dwarf Camp. I don't know what requirements go into trick training, but I believe we've had at least a month since we first left Zelkor's, between travel time to/from zelkor's, time from dwarf camp to troll hut and back, weeks spent wearing down troll numbers before the battle. Likely closer to 6-8 weeks I would guess. GM's call as always of course, but thought this would help.


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 read through some of it as well (you're really an expert digger!) but figured it is just too vague to make any assumptions on my own there.
I were only able to start training after the last level up, so the only interesting time is starting with the big troll fight, probably minus the day we departed from Dalkk (*sniff*), since Simon had other things on his plate that day.


Current AC-22|T-17|FF-17|CMD-14|Mage Armor 6 Hours|
Offense:
Range +10 Melee +3 | Hex Save 19 | Flight 5/6
Defense:
AC:18|T17|FF13|CMD14 | HP 42/42 FHP 21/21 | Saves (F|R|W): 5|8|8 +2 Underground Traps/Hazards

Choon

Regarding what my Flying Fox Bat familiar can use re: Skills (see above) I'm assuming it can use all skills besides the following. Please let me know if you approve/disagree

Incapable of Using
Disable Device
Disguise
Heal
Ride
Craft
Perform
Profession
Sleight of Hand

Impaired - Can only use if it can communicate
Bluff (Can't Speak)
Diplomacy (Can't Speak)
Handle Animal (Can't Speak)

Special (Cheese warning ahead) - So... due to lack of vocal cords and such I don't think my bat can speak languages, but given intelligence I know it can understand languages. It can also (due to my level) speak with me directly beyond empathy. I'm taking a few ranks in Linguistics. Every Rank in Linguistics I take I get to learn a new language. My familiars ranks in Linguistics are equal to mine, as mine are higher. Does this mean that it too gains new languages? If so, can they be different languages then mine? It wouldn't be able to speak in that other languages, but it would be able to understand it, and translate at least in one direction to me?


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: -

First: Haha, that's a particular smelly cheese you found there *lol*

Then: I wouldn't out-rule Perform per se. You could train her (?) to do trick-flying (dance) after all ^^


Current AC-22|T-17|FF-17|CMD-14|Mage Armor 6 Hours|
Offense:
Range +10 Melee +3 | Hex Save 19 | Flight 5/6
Defense:
AC:18|T17|FF13|CMD14 | HP 42/42 FHP 21/21 | Saves (F|R|W): 5|8|8 +2 Underground Traps/Hazards
Simon Blue-Eye wrote:

First: Haha, that's a particular smelly cheese you found there *lol*

Then: I wouldn't out-rule Perform per se. You could train her (?) to do trick-flying (dance) after all ^^

Yeah, sooooo stinky cheese, but that's usually the best.

Arguably I suppose it could still use Disguise too if I tied a string to it and pretended it was a kite?


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: -

*rofl*
Or you could bind it to your head as a fascinator!


The Man. The Myth. The Mask!

Haha, nice. Notice that it says you USE which ever ranks are higher. That doesn't mean the familiar actually gains the ranks. It just behaves as if it has a higher score. Therefore I'm going to say only ranks you actually give it, not ranks it acts like it has because yours are higher, grant languages. Depending on it's Int I'd say it only knows a few. And no, they can't be different from yours. How could it have learned them otherwise? Especially as you're a hermit? There would have to be a really good story there.

UMD is also off limits to most familiars. Disguise would be limited to a super creative use.


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 know the alignment requirement shuts this one off by RAW, but just consider Nikki gaining a ratling as an Improved Familiar next level...

With an UMD&SLA using familiar of THE SAME SIZE (not to mention similar appearance) as the actual master, how should the enemy know which one to target? Oh I can smell so much RP that way.
In addition, it's just fair that each cat gets his/her own rat ... for emergency food supply reasons, you know?


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

Where are both of our primary casters? I'm getting worried


The Man. The Myth. The Mask!

Indeed. I'll PM them.


Current AC-22|T-17|FF-17|CMD-14|Mage Armor 6 Hours|
Offense:
Range +10 Melee +3 | Hex Save 19 | Flight 5/6
Defense:
AC:18|T17|FF13|CMD14 | HP 42/42 FHP 21/21 | Saves (F|R|W): 5|8|8 +2 Underground Traps/Hazards

Maglin's last post with any alias was with us on Feb 19. I certainly hope he's ok, but that is why I went Arcane caster instead of my original plan.

Vuzi's last post with any alias (so far as I can tell) was Tues March 6th. This was the day after the Dalkk goodbye and no one had posted anything that day. I know she used Wayfinder for posting in the past, but not sure if that's current. It started to go defunct in January but some said it continued to work for them. This was likely further compromised with the forum updates.

I certainly hope that we did not lose both, but if we did it'd be hard to continue with just the 3 of us. Perhaps we should start making cookies for the Valkyries next door?


The Man. The Myth. The Mask!

If we did indeed combine it would go much smoother now, though there would have to be a discussion with Catarya around Vance.


Current AC-22|T-17|FF-17|CMD-14|Mage Armor 6 Hours|
Offense:
Range +10 Melee +3 | Hex Save 19 | Flight 5/6
Defense:
AC:18|T17|FF13|CMD14 | HP 42/42 FHP 21/21 | Saves (F|R|W): 5|8|8 +2 Underground Traps/Hazards

I'm not so sure. Again Vuzi PLEASE COME BACK as I've got 2 cats seeing me as emergency rations and a man who has eaten rats instead of rations. That said, it was Vuzi casting daily that controlled him. We tied him up before hand just in case. If Vuzi isn't there to cast (unless she bots as staying behind to cast for him) then Vance becomes an active threat. A threat which doesn't have many alternatives. In either case, I don't believe Vance would be a factor anymore.

Edit- This is of course assuming they are willing as well. Small party or not, they shouldn't *have* to take us of they don't want to.


The Man. The Myth. The Mask!

Ya, definitely. How do youall feel about doing this without a full divine caster?


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: -

Mhhpf.
Just get on and pray for Vuzis healthy return already.
I heard the flute is doing things in earnest currently...


Current AC-22|T-17|FF-17|CMD-14|Mage Armor 6 Hours|
Offense:
Range +10 Melee +3 | Hex Save 19 | Flight 5/6
Defense:
AC:18|T17|FF13|CMD14 | HP 42/42 FHP 21/21 | Saves (F|R|W): 5|8|8 +2 Underground Traps/Hazards

Given the choice I'd rather have one then not, and the other group does seem divine rich, but if for some reason we are forced to go about with just the 3 of us (this is a bigger concern to me then not having a full divine caster) I'd likely drop my Kineticist Gestalt in exchange for a Cleric.

Simon - Flute?


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 get sick for three days and the world explodes over here. 68 post in three days. Wow.

I'm trying to decide if attending Emerald City Comic Con is worth the sick days afterward.

I'm catching up, slowly but catching up.

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