Ascension - Merchant's Guild

Game Master bbangerter

Cliff Face


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F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Yea, but its wasted on the rest of us too. None of us are strength based.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

I know and that is the reason why we should sell it once done. But i'll use it (not writing it on char sheet) if there is a next combat before returning to the city


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

We are on the same page. The only reason to save it would be to gift it to our new player, once recruited. Anyone with sneak attack benefits from a bite attack greatly. And anyone with bane or smite as well. I'd like to see a paladin with a bite attack. :)


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Tiefling paladin with the proper trait :)


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I wanted to give a heads up that I will be traveling starting tomorrow afternoon to attend a Mid South Con where I am helping run PFS. I'll be busy often without access to the internet so my posting will be very limited if at all. Everyone have a good weekend.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Hello to all i am once again going on a longer off piste ski trip from the 20th to the 29th. i will not be able to post at all.

So feel Free to bot me.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Hmm. Explain what a "longer off piste" ski trip is.

I am skiing next week myself. I'll be at Breckenridge from the 24th-29th. But I hope to have internet and the ability and time to post mornings and evenings.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

it is a sub categorie of Ski touring:

Ski touring is a form of skiing where both uphill and downhill travel are possible without needing to remove skis.[1] Typically touring is done off-piste and outside of ski resorts. Tours can often extend over a period of more than one day. Typically, skis, bindings, and boots allow for free movement of the heel to enable a walking pace, as in Nordic, and unlike in Alpine skiing.

Ski touring and its subgenre ski mountaineering have grown in popularity as a way to spend time outdoors. It has been adopted by skiers looking for new snow, by alpinists, and by those seeking to avoid the high costs of traditional alpine skiing at resorts.[2]

Touring involves independently navigating and route finding through potential avalanche terrain, and often requires familiarity with meteorology along with skiing skills. Ski touring can also be faster and easier than summer hiking in some terrain allowing for traverses and ascents that would be harder in the summer. Skis can also be used to access backcountry alpine climbing routes when snow is off the technical route, but still covers the hiking trail.

As the slope angles increase, the climbing ski-tourer will make switchbacks, using kick turns to change direction, typically resulting in a line that climbs at a moderate angle of 20-30 degrees. Skin tracks can be seen as zig-zags heading up a snowy mountain. Ski-tourers try to maintain the up-tracks in avalanche-safe zones as they head up the mountain, staying out from under dangerous cornices or slide paths. Setting a proper and safe skin track requires a great deal of skill and avalanche knowledge as the tourer spends most of their time climbing. Traveling quickly up the hill is important for safety as well. Thus physical fitness is one of the most important elements of safe mountain travel in potential avalanche terrain.

Ski touring requires the ability to ski off-piste, good navigation skills, and good awareness of the risks of the mountain environment in winter. In particular it requires the knowledge to assess and test snow conditions to minimise the risk of avalanche.

-----
And this year this is a short descirption on the treck i am going to undertake:

The Haute Route, (or the High Route or Mountaineers' Route) is the name given to a route (with several variations) undertaken on foot or by ski touring between Chamonix in France and Zermatt in Switzerland.

First charted as a summer mountaineering route by members of the English Alpine Club in the mid-19th century, the route takes around 12+ days walking (or 7+ days skiing) for the 180 km from the Chamonix valley, home of Mont Blanc, to Zermatt, home of the Matterhorn. Originally dubbed "The High Level Route" in English by members of the hiking club, the term was translated into French when first successfully undertaken on skis in 1911. Since then the French term has prevailed. While the term haute route has become somewhat genericized for any of the many multi-day, hut-to-hut alpine tours, the "Chamonix-Zermatt Haute Route" remains the original.

The original Haute Route has large portions of glacier travel, for which suitable mountaineering gear and experience is necessary. In the winter, ski touring gear is required, and depending upon the weather and route chosen, may require crampons, ropes and avalanche protection gear.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Guys, I am in Breckenridge Colorado for a quick ski trip. I hope to have time to post some, but that did not happen this first travel day. Totally exhausted and have to get up early. I'll be home Sunday. I will try to post tomorrow though.


No worries Cindy. We are at a lull in the action at any rate.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Well we got notes for 5k gp each.

we can sell the stuff we recovered and do not need (like the cloak of fangs for example or do we want to keep it ?)

----

For the DM:

Aerin will retrain her Enforcer feat (that i don't really use much)

for

Slashing Grace
Prerequisite(s): Dex 13, Weapon Finesse, Weapon Focus with chosen weapon.

Benefit: Choose one kind of one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size.

and her 7th level Feat will be: Extra Arcana: Lingering Pain.

Aerin will also spend one point in linguistics in order to finalize her learning: Abyssal (and therefore will be able to read the scrolls / messages that the party recovered from the sucubus


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

@ Cormick:

With level 7 aerin can memorize: Magic Missile / Scorching Ray in her standard spell list if you want to spell steal those spell when starting a combat.

(you can also look trough my spell selection if you want that to be included into our regular combat strategie

Dark Archive

Hi everyone, I'm Ilmakis a friend of Algar/Aerin

I'm a VL for PFS and have good rules knowledge.

I will play a Cleric :)

I have some question about two feats from "non authorized books" :

Boon Compagnon (from Animal Archive) wrote:

Your bond with your animal companion or familiar is unusually close.

Prerequisite: Animal companion or familiar class feature.
Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature.
Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.
Summon Evil Monster (from Champion of Corruption) wrote:

Prerequisite: Evil alignment.

Benefit: When casting summon monster, you also have access to the list of evil monsters on this page. When summoning a creature from this list, your debased nature allows you to cast the spell as a standard action. The summoned creature appears as normal for the spell but can’t act until next your next turn. It is not flat-footed, however, and it can make attacks of opportunity as normal. These effects don’t apply for creatures from the standard list that aren’t also on this list.
Special: If you possess the Sacred Summons UM feat, you can apply it to a creature on this list whose alignment (as opposed to its subtype or subtypes) matches your aura.

I am authorized to use one of them (or both or neither) ?


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

@Flo:

A previous player in this very game was playing:

Undine Inquisitor of Aldinach 6 Inquisitor Domain: Feather Associated Domain: Animal and the corresponding feat: Boon Companion.

So you should be ok (not presuming on the DM decision of course) on using that one

------

i am reprinting info that i was given about the other faction's team (Thieve and Mage) Some of it is old info

Some things to consider:

1) Our PVP enemy seems to go invisible a lot. 3 of their 6 were invisible at some time during our first fight. (each team seems to have an Synthesis summoner build for Hand to Hand Combat)

2) They were more melee focused than spell focused - their magic was more buffing than offensive. We saw things like haste and and other speed boosting magic used. They seem to have invested more heavily that we have in consumables. Maybe an error on our part.

4) Disguise and bluff seem to be a large part of the game. We likely need a defense, or even active offensive against a possible smear campaign that the thieves guild will use against us with the public - citizen NPCs and other factions. The prisoner we took we actively bluffing to promote his less than true version of events to both the public and mages. I am not sure we countered it all that well.

(Cormick build his character around this angle at the time)

5) NPCs can play a big role in everything. This is a sandbox and we seem to be limited only by our imagination and initiative. For instance when I thought about trying to pack trade goods to bring with us on this caravan guarding mission to make some extra gold it was immediately supported by the DM and very reasonable mechanics were established to support it.

6) Since this is in some ways a game of resources, consider the value of crafting.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Ok, I will play a follower of Horus


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Fearsome Looking Avatar you got there. Btw HP is max HD / Level

---
May do further change to level 8 as i just realized a gained Armor Proef Light

So
Retraining Enforcer to Slashing Grace
Retraining Spell Bending Arcana to Lingering Pain Arcana
Buying +2 Mitril Chain Shirt (should be available correct DM ?)

Don't know what to get for 7th level feat. (possible choice are: Arcane Strike, Toughness, Extra Arcana Flamboyant Arcana [will need to get Attack Reflex feat and Arcane Deed Arcana] Empower Magic Arcana (to get Hasted Assault @ 9th level) or Intensify Metamagic (probably take this). Advice ?

----

just need to find some extra cash for a hat of disguise


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

@GM : how do you count the AC HP (average, max, other) ?


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

looking at the previous AC (54 hp for 6HD + 6) i think it is safe to say Full HP / HD also


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

@Issa: Take a look at the first page of the recruitment thread, in the Character Stat Block spoiler. Alot of good info there about character creation and background for the campaign.
http://paizo.com/campaigns/AscensionMerchantsGuild/recruiting&page=1

@All: I get two new 3rd level and one new 1st level spell. I was thinking for 3rd level, Charm Monster, Dispel Magic, Tiny Hut, or Smug Narcissism.
And for 1st level, Ear-Piercing Scream or Feather Step.
I am open to other suggestions. The Charm Monster and Smug Narcissim keeps my spell selection inline with Cormick's abilities to affect an individuals decision making, but we are working as a more focused team so I would like your input.

@GM and Aerin: Do we have time to do any retraining (from Ultimate Campaign)? Is there a way for a Magus to retrain arcana selection other than in that source?

@Aerin: Not sure what Empower Magic Arcana has to do with getting Hasted Arcana at a later level, I don't see anything in thier descriptions that would tie them together. Also I am going to assume you meant Intensified Spell (Metamagic). Of the selection you provided, I would also choose this feat. I am not well versed on the workings of a Magus and so can not provide much advice or suggestions.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

@Cormick Thanks, I've already check all the informations in this post, I was just asking for thing not in it ;)
FYI my channel (positive) add +2 to the DC of any charm/language dependant spell you cast in the round.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

The idea between empower arcana or hasted assault @ 9th level is dependent on if you had the spell cormick ;)

In all likelyhood i will take the intensify metamagic feat.

@cormick: you could use steal spell on me in order to get any attack spell aerin currently has memorized. Charm monster has the "charm" problem of can't be used after combat has started. I do like dispel magic (both offense in order to counterspell or defense). My other bard spell selection would has: haste, good hope, see invis. ( very classic i know). For 1st level: ear piercing scream.

As for time we had plenty of travel time since we started 6th level to do some training...


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)
Aerin Starsong wrote:

@Flo:

A previous player in this very game was playing:

Undine Inquisitor of Aldinach 6 Inquisitor Domain: Feather Associated Domain: Animal and the corresponding feat: Boon Companion.

So you should be ok (not presuming on the DM decision of course) on using that one

------

i am reprinting info that i was given about the other faction's team (Thieve and Mage) Some of it is old info...

Interesting. I had no idea we faced such an opponent. Other than the Mage Guild who we talked to twice ( and their members changed by 50% between the two meetings - which sorta pissed me off because we had befriended them. Then half of them left and the new players were randomly hostile to us.), and the Thieves Guild, which we faced and won a minor victory against I have no other IC knowledge of our foes and NO OOC knowledge of them. I was not given any info. I did see the original recruitment but do not even real who was selected.

I do agree that we might need to be more focused on consumable.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)
Cormick Egerton wrote:

@Issa: Take a look at the first page of the recruitment thread, in the Character Stat Block spoiler. Alot of good info there about character creation and background for the campaign.

http://paizo.com/campaigns/AscensionMerchantsGuild/recruiting&page=1

@All: I get two new 3rd level and one new 1st level spell. I was thinking for 3rd level, Charm Monster, Dispel Magic, Tiny Hut, or Smug Narcissism.
And for 1st level, Ear-Piercing Scream or Feather Step.
I am open to other suggestions. The Charm Monster and Smug Narcissim keeps my spell selection inline with Cormick's abilities to affect an individuals decision making, but we are working as a more focused team so I would like your input.

I really like Charm Monster for you, partly because its early entry. I say look at all the early entry bard spells. What level is Good Hope?

@GM and Aerin: Do we have time to do any retraining (from Ultimate Campaign)? Is there a way for a Magus to retrain arcana selection other than in that source?

@Aerin: Not sure what Empower Magic Arcana has to do with getting Hasted Arcana at a later level, I don't see anything in thier descriptions that would tie them together. Also I am going to assume you meant Intensified Spell (Metamagic). Of the selection you provided, I would also choose this feat. I am not well versed on the workings of a Magus and so can not provide much advice or suggestions.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)
Issa Al'Sadri wrote:

@Cormick Thanks, I've already check all the informations in this post, I was just asking for thing not in it ;)

FYI my channel (positive) add +2 to the DC of any charm/language dependant spell you cast in the round.

Isssa, Welcome to the team. Glad to have you. Yo have a great build. What you lack in strength and melee damage the pet can make up for (I hope). But we warned we had an over the top synth summoner in an Iron Man suit with AC around 30 unbowed. We had a grappler monk that you do not want to get ahold of you (iirc).

Thoughts:
The enemy rogue team will likely channel negative as well.
I think you need Invisibility Purge for sure. Maybe two. :) (one on a scroll)
Dispell Magis is always important, but its not fun to prep.
I think Cats are the best pets in general. But an animal companion, even buffed will usually loose to an eidolon.
An 18 caster stat means your spells are better buffs than de-buffs. That said you can cast Will saves on the rogues and fighters and dex saves on the clerics. The Summoner failed my fort save against Stinking cloud. :)


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Cindy, the undine inq (i made reference to) with the boon animal comp was amon who played with us and his big cat ;)

The rest of the info in that post you are quoting is a basic reprint of the info you gave me long time ago (page 8 of this ooc thread)


Ilmakis wrote:

Hi everyone, I'm Ilmakis a friend of Algar/Aerin

I'm a VL for PFS and have good rules knowledge.

I will play a Cleric :)

I have some question about two feats from "non authorized books" :

Boon Compagnon (from Animal Archive) wrote:

Your bond with your animal companion or familiar is unusually close.

Prerequisite: Animal companion or familiar class feature.
Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature.
Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.
Summon Evil Monster (from Champion of Corruption) wrote:

Prerequisite: Evil alignment.

Benefit: When casting summon monster, you also have access to the list of evil monsters on this page. When summoning a creature from this list, your debased nature allows you to cast the spell as a standard action. The summoned creature appears as normal for the spell but can’t act until next your next turn. It is not flat-footed, however, and it can make attacks of opportunity as normal. These effects don’t apply for creatures from the standard list that aren’t also on this list.
Special: If you possess the Sacred Summons UM feat, you can apply it to a creature on this list whose alignment (as opposed to its subtype or subtypes) matches your aura.
I am authorized to use one of them (or both or neither) ?

Welcome to the game Issa.

These are both fine.

Max HP for the AC.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

both are great choices cindy and both very useful.

the Healing hex is always going to be used and use full and the Accursed heck is a back up in case you want to retry a slumber hex.

Personally i would go for the Healing hex first.

Reasons: 1) action economy you can use it and not depend on our cleric's action for healing (example: you are grabbed and way out of reach

2) less reliance on one person for healing. Should he go down or be incapacitated the healing hex plus cure spell can make you a decent back up or to top someone off in case or large single damage and splash AoE damage

3) Accursed hex is only needed if your slumber hex is resisted and therefore provides less of an ongoing benefit.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

@Cindy : the main offensive capacity of my character is his negative channel (Will DD20 or being daze 1 round). I could also channel positive and in this case, all charm or language dependant effect have their DC raised by 2, so even with "only" 18 Wis my spell could be effective.

@Cormick I suggest to take suggestion as one of your spell of second level. In combination with my channel it could be great.

As for the best AC, may be the big cat are the best, but Roc, rocks :P
It flys and grabs and is related to the theme of my character, as a follower of Horus :)


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Agreed with the Suggestion of Suggestion spell for Bard ( Level bard 2, sorcerer/wizard 3, witch 3).

As Issa can attest i also like RoC as an AC (just darn shame to use in city environment...)


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

In a way I see Accursed as a trap I think and focuses too much on PVP. Of course there is PVP in this game and it can be deadly. Last time we interfaced with the Mage group they had a witch with what I believed was a similar build as mine - of course many witches look alike. :)

Which reminds me - Can we play up this service we just completed for some positive rep with the wizard's guild? In a game where there are 4 PVP groups I really wanted one side as allies. Wizards and Merchants seemed a natural selection for this and I was working hard at it and I thought succeeding until they had a change of personnel. Can we in game have our Merchant leadership influence the Wizard leadership so that the Wizard PCs are at least being told by their leadership that we are good people acting on behalf of the city and should be considered allies or something similar?

Issa - That daze is sweet. Is it limited to once a day per PC like the daze spell? I'd think so. The channel itself is basically 11, save for 5. And it can't be used in crowds of NPCs as too much collateral damage. And yes the Roc is also sweet. Oh, I did not catch your race?


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

@Cindy : It's not like daze it's a daze effect :) It's not an enchantment effect but a channel one.
It can't be used in crowd as well as any zone effect. That's not worring me except if all our fight are in crowded area :P
Issa is human.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Ok. Cool. Love me some daze. Our only DVP to date was in a crowded street and bar. As bystanders cleared out rogue allies moved in. It was a congested mess for a while. If you have time, go back and read it. Its a pretty good example of fog of war and the idea that the plan only lasts until enemy contact. :)

By the way, where are you a VL for? My son is now a VL for Memphis TN.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

I'm VL for Paris, France :P


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy gets another hex at 8th level. Looking over the remaining hexes I do not see any that call out to me. So here are what I see as my choices - I am leaning towards the second choice.

1) Take Extra Hex for the Healing hex now. Pick up Swamp Grasp or Scar at 8th level. Do you guys think Scar will be that good for our team? Swamp Grasp looks fun, but is difficult terrain good enough for a hex? We had people running from us in that PVP fight. Seems like it would have been more useful at lower levels.

2) Take the feat Accursed Hex now. Pick up Healing Hex at 8th level.

Spells - Cindy Learns two 4th level spells. She learns Confusion at 8th level from her Patron so I think that will have to wait. Any recommendations? Thinking Black Tentacles and Enervation.

On, and Cindy will start prepping Frostbite for your AC Issa.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

The roc AC could also use some Mage Armor (+1 to frostbite, great spell that i use often)

I would do healing hex now than accursed hex (since next level is going to be in a long time.)


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

If healing hex now, what hex at 8th is the question? I can "scar" everyone up and at least be abel to heal them, and Fortune them from a distance. But is that worth a hex?


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

@Cindy How could you give my AC the use of Frostbite ?


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Hmm. You are right. I cannot. My druid can put it on his animal companion so I was thinking Cindy could buff your's up. Oh well.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

I was hoping you had find a way to do it :P


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

At 9th level I take Magic Jar and jar into the Roc. But since I do not have Natural Spell, that plan fails too. :) But I get to fly around as a Roc for a while, so its all good.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

No answer on my side so open up recruitment i would say.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I have one person I an check with. He has not played PBP before and might not enjoy the slow pace. I'll ask him today, but do not wait on me.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)
Issa Al'Sadri wrote:

@Cindy : the main offensive capacity of my character is his negative channel (Will DD20 or being daze 1 round). I could also channel positive and in this case, all charm or language dependant effect have their DC raised by 2, so even with "only" 18 Wis my spell could be effective.

Thinking about this, I wonder if we might be better off with you being primarily a negative channeler (4d6) and making your positive the secondary (3d6)? I suspecty you considered the option. What are the pros and cons?


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Con is I cannot convert my spell in cure and must prepare cure spells, giving less versatility to my character.
I play, in one of my IRL campaign, a negative channeler (a cleric of Dispater) but it works mainly because we have a secondary healer (barbarian/oracle of life) and all other characters are "fighter".

The strength of the channel, is not in its damages but in the effect of it (the dazing condition). I prefer healing for 4d6/2 and damaging for 3d6/2 rather than the reverse. The only con is the DC who is 1 less.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

That all makes sense. I had totally forgotten about the spontaneous casting issue.

On another note, the player I was thinking about said he would be very interested in joining us. He us a VL also, and happens to be my son. Is everyone good with that?


Cindy, both Nasha, and more importantly, the governor would be willing to send a message to the council of seven reporting the good deeds done to try and strengthen any alliance between the mages and merchants.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

@ Cindy: Not from I (i am just waiting for one of my paizo pbp friends to answer if he is interested or not)

----

If the Council of the Merchant guild does want us to improve our standing with the Magocracy thant we are on the right track.

Our normal enemy would indeed be the thief guild when they prey on the merchants that belong to the guild.

(The rebellion would be so-so as it would depend if we could make a profit and if their plan for society is a better one then what we currently have).

---
Form the original description of the campaign environment:

In recent times the roads have become a bit dangerous of late for individuals or small groups. Bandits and highwaymen, and in the mountain and desert roads more dangerous creatures are becoming a growing problem. This has been a cause of contention between the Mageocracy and the Merchants Guild. Tariffs have been raised to help pay for the costs of patrolling the roads but the added protection seems to be of limited effectiveness.

=> we do know what is going on and the reason why the roads are unsafe going North (Aketla) and West (Gumlat)


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

No problem from me as to who joins the group.

Should make combat go faster, and maybe we will run into a few more casters.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

I'm good with it :)


Cindy has found a fifth player for us.

If there has been any questions in this thread over the last two days that I missed please point them out to me again - work has been really busy as we are trying to get our app pushed out to apple and google for certification before the end of this week.

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