Ascension - Merchant's Guild

Game Master bbangerter

Cliff Face


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

Good luck to your app Dm

Liberty's Edge

M Human Commoner 1/Expert 2

Hello all!

I am the fifth player that has been mentioned, so thanks for having me!
I am excited to play with all of you.

I'm not entirely sure on a character yet. It seems like you don't have a great deal of stealth nor tanky martial characters, so I was planning to combine those 2 roles to some degree.

I see that there is a list of books that are allowed, but also that this game started before ACG was released. Is it a firm no on ACG classes such as Slayer and Brawler? If that is the case I will likely play a half-orc ranger. Feedback on this would be welcome and appreciated.

I will come up with an appropriate avatar and alias when the character is created. Once the concept is decided it should take ~1 day to come up with the necessary stats and backstory.

Thanks again


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

Welcome to the team Harrison. While you have us pegged I think I have to recommend a weighting more to the martial side. Cindy can fly invisibly which is a lot of stealth. Coremick is good with a number of rogue skills. Disable Device +12 Disguise +13, Escape Artist +7, Perception +9, Stealth +11: so we are not totally our of sorts there.

That said, I like the idea of a ranger. We had to borrow two for our last encounter. :)


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

Welcome to the game... This is Jason.
Sorry I couldn't make it to the Con, maybe next year.

Anyway, Cormick doesn't do much damage, and I haven't see the Sandman build shine yet, but I am still optimistic that it will one day. Our fights take awhile to finish as we are not putting out a lot of damage, so anything to help fill that gap is great.

I am looking at the Expanded Arcana feat (APG) this level and taking the Human favored class option for bards (APG) that gives me another known spell.
This will allow me to learn one 1st, three 2nd, and two 3rd spells.

Liberty's Edge

M Human Commoner 1/Expert 2

@Cormick - No worries, I will probably be running the con again next year.

I guess the question is whether you guys would rather have a person who puts out consistently decent damage and can comfortably stand up front, or a guy who sneaks around and tries to get huge burst damage in when the opportunity presents itself.

Any idea how we are doing gold/equipment for the 2 new players? Maybe Issa knows?


ACG is open game, so slayer or brawler is fine.

Starting at 7th level with standard WBL for 7th level character.


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

Aerin also has a mix of face / rogue / Kn skills and has done decently in the game during stealth operation:

Skills Acrobatics +12, Disable Device +12, Intimidate +8, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (local) +10, Knowledge (planes) +10, Linguistics +7, Perception +9, Spellcraft +11 [Identify properties of magic items +13], Stealth +12

My only advice is please don't do a glass canon (High mele damage / low AC Defense type) as our healing (i see our cleric using more his spell and channel offensively) is rather limited.

From my personal view i would say play something you really like (as my view are skewered on the subject: i would play a melee warpriest / cleric / shaman / Inq / Ranger / bloodrager / investigator / Oracle) mouahaha.

You can find a lot of info in the message just above as lots was reprinted for issa's character creation.

And welcome to the Game Harrison

Liberty's Edge

M Human Commoner 1/Expert 2

Looks like Slayer then. Half Orc with ties to Issust and the Coran Merchants. Backstory incoming!


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Hezrog make test post.
Hezrog still editing backstory.
You click on Hezrog for more info.


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

i take it you are a "Sword & board" using twin shield :)


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

You have taken it correctly. I look forward to flanking with you!


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

Friendly looking chap. ;)


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

We should paint his Shield and call him Captain Merchant ? and then enhance one of his shield with the "Returning" ability :)


I expect to do character audits on both the new players either during the week or next weekend (most likely the latter). But we can get things going here in the game again in the meantime.

For Issa and Hezrog some intro in the game play thread for you.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Thanks GM.

If at all possible I would like to get my Jingasa re-modeled as a helm, bandana, headband, mask, etc. Something to fit the character and setting better than a samurai hat =)


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Also if you don't mind, as part of your audit could you let me know about 2 traits that I would like to use.

1) Shield Bearer, from Humans of Golarion
2) Fate's Favored, from Ultimate Campaign


Both of those are fine Hezrog.


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

After long internal debate I am going with the party consensus and taking Extra Hex to pick up Healing hex. I'll also be buying a scroll of Hex Vulnerability to learn and memorize so that I can do some major healing if I need to. And a Pearl of Power so I can do it twice. :)

I really wanted Accursed Hex, but this will be more handy for the party. I was delaying updating my alias until I finalized this decision. So I will go ahead and update the alias now.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Wow I just realized I'm the only one who can't cast dispel magic, or even spells in general.


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

I know. Shame on you....you could have at least made some effort to cast L2 spell ;)


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 I took a trait from bastard of golarion : Overwhelming beauty

I must finish my equipement, it will be done tonight (european time)


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

Cormick don't hesitate to steal combat spell from aerin in order to increase the things you want to do in combat :)


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

I am planning on stealing more from each of you. :)

Folks just need to keep thier prepared/available spells updated on thier profile for it to be effective.

When it was just the three of us, it was not very efficient to use the action to steal the spells. I think I'll be good now.


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

my spell list is always keep up to date :)


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

@Cormick: Aerin will offer to upgrade the spell stored in your armor with: Intensify Shocking grasp (7d6 electricity) or Intensify Corrosive touch (7d4 Acid) or Vampiric touch (3d6)


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 could memorize two Vomit Swarms so you can steal one. They are wasp swarms now and quite handy to have on the board.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Hezrog could memorize an extra shield bash each day for Cormick...


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

After looking at current spells prepared/available, I will likely steal the following from time to time, and others will be on a case by case basis as we need them. Once I stop performing, you get the spell back and available to use.

if we have prep time...
Cindy Lu: Mage Armor (7 hours)
Aerin Starsong: Shield (7 min) and Alter Self (7 min)
Issa Al'Sadri: Shield of Faith (7 min)

in combat (potential # of castings)...
Cindy Lu: Lightning Bolt (2), Vomit Swarm (4)
Aerin Starsong: Magic Missile (5)

I was hoping I could utilize Hex Vulnerability, but the wording says hexes I use on targets, so no good for me.


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

If you want some specific spell to steal just ask ;-)


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 usually casts her Mage Armor well before a fight. She could memorize a second, or better yet use her pearl of power to cast it on you. But if you wear armor why are you interested in that spell?


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

it is a force effect against incorporal attacks.
And I would most likely steal the mage armor at the same general time that would would prepare to cast it yourself. It last 7 hours, does not use you pearl of power and does not require a second memorization of the spell.


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

The Roc would def have a use for some Mage Armor :)


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 agree :)


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

Excellent idea for casting on the Roc.

Cormick, perhaps I misunderstand the ability. The word Steal implies that once you have it Cindy does not and cannot cast it on herself. Are you saying that she gets it back after that particular perform is complete? If so, nice.


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

actually the ability works a little bit for prepared caster than on spontaneous caster:

on prepared caster you lose the spell memorize (if you have that spell memorize more than once you just loose one. Ie it is transferred unto the bard who can use the spell he just stole)

At the end of the spell stealing bardic performance the memorized spell return to the original caster who than ca use it.

On spontaneous caster they lose the knowledge of the spell (during the duration) and therefore can not use it during it

----

Stealspell (Su): A sandman can use performance to steal spells from his foes and add them to his list of spells known. Once the performance is started, the bard can steal a prepared spell or a spell known from another creature with a touch attack as a standard action. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha bonus) to negate the effect. The sandman may choose a spell to steal, but if the target does not possess the spell, the bardic performance immediately ends. Otherwise the spell stolen is random, but it is always of the highest level that the bard can cast, if possible. The target loses the prepared spell or spell known and the sandman adds it to his list of spells known for as long as the performance continues, after which it reverts to the original recipient. While stolen, the bard can cast the spell using his available spell slots. This use does not consume the stolen spell. If the bard steals another spell while a spell is stolen, the previous spell immediately reverts to its original owner. This ability requires visual components.

This performance replaces inspire courage.


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

Correct... if a spell caster prepares multiple slots of the same spell, then they would loose access to that one prepared spell. Once the performace is ended, the spell goes back to the the prepared spell slot.

this can be much more effective on a spontaneous caster, we they loose the knowledge of the spell while the performance lasts.

I am unsure of how meta-magic feats will affect this process, and as agreed with GM Ascension, I will not know until Cormik tries.

ie. Is Maximized Fireball a different spell from Fireball, when Cormick attempts to steal Fireball?
i.e. If Cormick tries to steal Maximized Fireball, will he gain the benifit of maximized even though he does not have the meta-magic feat?

It will be interesting if those type situations come up.


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

So it basically extends your spell list as you still expend an appropriate level spell slot when you cast it. Are you sure you can;t steal Hex Vulnerability? We could work out a 1-2 punch with you stealing Il omen from me and having you cast it before some save or suck spell or hex from me, or anyone really.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)
Hex Vulnerability wrote:
The targeted creature becomes susceptible to a repeat use of your hexes, even if you could not otherwise target that creature with a particular hex for a certain time period. For example, normally after you target a creature with a charm hex, you cannot target it again for 1 day. But after casting this spell on a creature, you could try the charm hex repeatedly as long as the spell persists. The end of this spell has no effect on any active or ongoing hex on a creature. Fox example, if the creature failed its save against a second use of your charm hex, it remains charmed for the normal duration, even if the spell expires before the hex does.

Cormick can steal the Hex Vulnerability spell from you, but it would do him no good to cast it as he does not have any Hexes.

If we came across an opponent witch or shaman that had this spell, it could be stolen to stop them from using it.

I was looking at Ill Omen also for this type of combo. With Cormick's performances now activated as a move action, he can use his standard to steal a spell from a party member. He will still have to wait until his next turn before he can cast it though.


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

So, when we have a round to prep…


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

@ Cormick: Short answer when you are stealing spell you are stealing them a their spell level.

A firaball is a L3 Spell and would need to be powered by a L3 bard magic slot

An Intensify Fireball is a L4 slot and therefore a different spell since it would need a L4 bardic slot to be powered.

So should you steal a fireball then the opposite caster would still be able to use his Intensify Fireball

(even if it would be at the same spell level a spell modified by a metamagic feat (for a prepared caster) is a different spell. For a spontaneous caster it would need to be on a different spell slot since they attach the metamagic feat to the spell as they cast it)

This line of reasoning, the logic behind can be said in game by Aerin who does have skill points in magic knowledge (both arcana and spell craft)


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

I can only say that is one interpretation.

Meta-magic feats don't create new spells, they apply an affect that cause the spell to possibly use a higher level spell slot than normal.

As I posted earlier, we will find out the effects of the spellsteal when the situation occurs.


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

You can test it with aerin since she can have the same spell with and without metamagic feat :)


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

By this logic, spellsteal would have largely no effect against a sorcerer with spontaneous metafocus, right?
Because he could just cast whatever spell was stolen but add a cheap metamagic to it? That doesn't sound right, but I will admit I'm not well versed in this ability.


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

Except using a higher slot that he might not have and having to use a full round action instead of a standard in order to cast such a spell.

( those two can be a rather big penalty)


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

And our bard still gains that spell to use while he performs.


Hezrog, character analysis (if I'm overlooking some details don't hesitate to point it out):

Your saving throws all look to be 2 higher than they should be:
Class is 5/5/2. +1 from cloak for 6/6/3 then an extra 2/1/1 from attributes for a final 8/7/4.

I'm unclear on where you skill points are spent, but it looks like you've only spent 31 of 35. Can you add the actual ranks in parenthesis?
Acrobatics+1 = -5 from MWK plate +1 dex +3 class skill +2 ranks
Bluff+10 = +1 cha +3 class skill +6 ranks
Climb+0 = -5 from MWK plate +5 str
Disguise+5 = +1 cha +3 class skill +1 rank
Heal+5 = +1 wis +3 class skill +1 rank
Knowledge Local+8 = -1 int +3 class skill +6 ranks
Perception+11 = +1 wis +3 class skill +7 ranks
Sense Motive+7 = +1 wis +3 class skill +3 ranks
Stealth-3 = -5 MWK plate +1 dex (should be -4, or spend a rank and be at 0)
Survival+9 = +1 wis +3 class skill + 5 ranks
Swim+0 = -5 MWK plate +5 str

Your items list a ring of deflection +1, is that supposed to be a ring of protection?

Your armor lists a +2 luck bonus, but Jingasa of the Fortunate Soldier only provides a +1 luck bonus.

I list you as having spent 21803 is all, leaving 1697gp left over instead of 177.


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

For Hezrog
he has the sacred Tatoo Trait (Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.)

And Fate's Favored further increase the bonus (Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.)

That explains why his save is +2 Higher and his AC +1 higher

This conical iron jingasa, or war hat, grants the wearer a +1 luck bonus to AC. Once per day when struck by a critical hit or sneak attack, the wearer can spend an immediate action to negate the critical hit or sneak attack (similar to the fortification armor special ability, but without requiring a roll). The damage is instead rolled normally.


Issa character analysis:

Bluff/Diplomacy/Intimidate should be +15 = +5 cha +3 class skill +7 ranks.

I ultimately decided not to worry about players spending money on very basic things like backpacks, rope, rations (within reason) and the other very common items. So not counting those things I show you've only spent 19345, so you have over 4k gp left over.

Edit: NVM, 4k on the amulet for the roc.


Thanks Aerin, I completely overlooked his traits.


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

Glad to be of service DM :)

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