Cult of Unraveling (Inactive)

Game Master Matt Adams 259


101 to 150 of 314 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

1 person marked this as a favorite.
HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

But you are required to yell "GET OVER HERE" when you activate it

-Posted with Wayfinder


Male Human Brawler (Snakebite Striker) 1 Init +3 | Per +3 | AC 16, T 13, F 13 | CMD 18 | HP -3/11 | Fort +3, Ref +5, Will -1
Kurt Iron wrote:
But you are required to yell "GET OVER HERE" when you activate it

I accept your terms.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Scorpion was also always my favorite, and my brother favored Sub Zero. Needless to say competition was intense

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

I think that'd totally fair and I really like that system. I'll make rolls when it's more appropriate. And I assumed scorpion was everyone's favorite.
By the way, not what I expected to happen at all with the slavers

You absolutely must yell it every single time. Granted, it's gonna be a while before you get it. It's a pretty complicated device. I may have to wait a couple levels until he's more experienced.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Y'all went and did it. You made me watch the terrible (y awesome) 1995 rendition of Mortal Kombat.

I hope you are proud of yourselves

-Posted with Wayfinder


Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3

Though I was raised with Mortal Kombat, I grew to like Ivy better.

I'm assuming as Kurt and Jasper go about their daily tasks, they are out of earshot during the friendly discussion Keve is having with his visitors.


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

It makes me want to watch it now lol oh the good Ole days.

I can't seem to put my finger on where I remember Ivy from.

I almost just shot the orc in the face, but I wasn't sure if either of you could get to me before they killed me. Cyrene and Agrimar couldn't really help without exposing themselves. Even if I lead them down to the basement it's likely Kurt and Jasper wouldn't be the only ones to investigate the noise.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Its on Netflix...

-Posted with Wayfinder


Male Human Brawler (Snakebite Striker) 1 Init +3 | Per +3 | AC 16, T 13, F 13 | CMD 18 | HP -3/11 | Fort +3, Ref +5, Will -1
Keve Shlader wrote:
Cyrene and Agrimar couldn't really help without exposing themselves.

You do have those masks that you used when freeing us from the slavers.


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

Cyrene has horns though... albeit I'm still not sure how big they are.

And it's a fairly small town. Two random masked figures bursting from my basement just as a bunch of slaves escaped may be a bit suspicious. Especially if you both refused to remove them.

I'm trying to think of a way to resolve this without people knowing I helped the slaves. If I draw them to the basement and we attack they're going to wonder how I, a mechanics son, killed three slaver thugs with one single shot pistol.

Unless Kurt and Jasper somehow beat any locals to the basement where we could claim they helped.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

So... "shoot first, question the corpse" isn't your MO?

Strange, not your typical murder hobo I guess. ;)

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

I'd prefer to do it with a bit more finesse if possible. Lol

Idk though he is in a pretty tight spot. Being level one I didn't feel he would be confident enough taking them on. (I did have serious thoughts about trying to shoot the vials on the orc and see what happened, but felt like that was getting a bit too complicated.)

There's a good chance they may end up checking the basement though, so I'm interested to see how this will work out. I just need a way to signal Jasper and Kurt without alerting the locals.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Go go gadget bat signal!

Oh, you haven't invented that yet.

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

It's definitely high on the list now. At least some kind of panic button for us. Or just something that explodes is more likely


Female Tiefling Vigilante | HP: 38/38| AC: 20 | CMB: 4 CMD: 19 | F: +2, R: +8, W: +7 | Init: +5 | Ling/KnEn +4, KnNo +8, Per +11, Blf +12[16], Dip +12, Dsg +14 [34+], Sth +16, SM +12[16] |Koriana's Blade +10, d?+5+3d4/8 |Active conditions:
Keve Shlader wrote:
Cyrene has horns though... albeit I'm still not sure how big they are.

Antennae, not horns :P so not hugely big, but reasonably distinctive sure.

and I've never watched or played Mortal Kombat...


Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3
Cyrene wrote:
Keve Shlader wrote:
Cyrene has horns though... albeit I'm still not sure how big they are.

Antennae, not horns :P so not hugely big, but reasonably distinctive sure.

and I've never watched or played Mortal Kombat...

Finish her!


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

You must literally be from a different world if you've never played. I didn't think that was even possible.

Also, how tall are the antennae?


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

As far as the layout of the city goes, how far away are the stables and the inn from his shop? And are there any buildings in between the shop and the other two structures? Last one, did Keve notice anyone else outside earlier? Like would there be a chance anyone hears the thugs trashing the shop, or would come running if there was gunfire?


Female Tiefling Vigilante | HP: 38/38| AC: 20 | CMB: 4 CMD: 19 | F: +2, R: +8, W: +7 | Init: +5 | Ling/KnEn +4, KnNo +8, Per +11, Blf +12[16], Dip +12, Dsg +14 [34+], Sth +16, SM +12[16] |Koriana's Blade +10, d?+5+3d4/8 |Active conditions:

Never specified I don't think. Most of the drawings they look fairly tall. 8-12 inches roughly.


There are a few buildings between the inn and shop. The stables are on the bak of the inn, so about the same distance. It would take turn or two for Jasper and Kurt to arrive. There were people outside, but the slavers have been tearing the shops apart all morning and few people want to get involved with them even more. A gunshot would get some attention though.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Kurt is ready. To quote the great sage Minsc.

"Butt Kicking! For goodness!"

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

I want to shoot one so bad. So bad. But I'm afraid it won't work out very well for anyone. At this point Keve isn't taking an action to protect the rest of the group. If Jasper and Kurt come to help it's going to look suspicious, and they'll end up being implicated in the plot. If Cyrene and Agrimar jump out to help the slavers are most likely going to find them and they'll have to run for their lives. And then Keve's father may be implicated as an accomplice because it's his shop. I'm willing to let things get destroyed and swallow my pride for everyone's safety.


Male Human Brawler (Snakebite Striker) 1 Init +3 | Per +3 | AC 16, T 13, F 13 | CMD 18 | HP -3/11 | Fort +3, Ref +5, Will -1

Just in case I do need to make a new link for this to work, here is the link to the spreadsheet, set to "can edit".


Female Tiefling Vigilante | HP: 38/38| AC: 20 | CMB: 4 CMD: 19 | F: +2, R: +8, W: +7 | Init: +5 | Ling/KnEn +4, KnNo +8, Per +11, Blf +12[16], Dip +12, Dsg +14 [34+], Sth +16, SM +12[16] |Koriana's Blade +10, d?+5+3d4/8 |Active conditions:

Hi everyone, this is going to be my last post for a while as I’m going to Italy to get married! I’ll be back around the 16th August, please bot as necessary to keep things going! :)


Oooh. Congratulations!


Male Human Brawler (Snakebite Striker) 1 Init +3 | Per +3 | AC 16, T 13, F 13 | CMD 18 | HP -3/11 | Fort +3, Ref +5, Will -1

Congrats!


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Congratulations! Hope you have a blast over there. My best to you and yours.

-Posted with Wayfinder


Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3

Congratulations!


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

Congrats! That's awesome!


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

Jasper and Kurt you two did add 10 gold each to your inventories right? Cause I subtracted 20 lol just wanted to make sure it went somewhere.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

I did. Though, it could be a purely symbolic gesture and you can keep it. 10 gold probably won't make too much a difference in the long run.

Not after we kill and loot all these slavers.

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

Go ahead and keep it I just wanted to make sure it went somewhere in case you two needed anything last minute.

As for the slavers, after Keve hearing that they aren't leaving empty handed, he feels they should be dealt with. Even if we can't kill them all, at least take out the muscle so they can't wreck the city.

Also, the two guards we put to sleep disappeared. So either the red head did something to them, or they ran off. All of this can be assumed Keve runs through IC at next meet up.


Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3

10 GP has been added!

GM, I'm not sure what the outcome of the spellcraft check will be, but I just want to clarify two things:

1. Brennel is a foster brother; they aren't related by blood (at least to Jasper's knowledge).

2. It would be uncharacteristic for Brennel to be worried Jasper was gone for one night. He entertains in the evenings and sometimes ends-up with a patron.


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

I was wondering the same thing at first, but it could be explained that Brennel would have noticed you leaving instead of being friendly to a certain patron. At the very least no noises from your room. Combine that with the intimidating prevented of the half orc, and it could've leaked that at the very least he didn't know where you went last night. (With a patron or otherwise.)


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

You could toss a Bluff roll and just say you were with a patron. Even with the way the half orc worded it, Brennel could've just told him he was unsure of your whereabouts and the half orc was trying to see if you would get nervous.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

How dare the irresponsible Bard be off doing who knows what (or who)... irresponsibly!


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

Maybe the half orc believes you should be married first lol

If Keve is spending the majority of his day working in the shop and waiting, he might as well start working on the grappler.

Knowledge (Engineering): 1d20 + 6 ⇒ (20) + 6 = 26

Craft (Gadget): 1d20 + 6 ⇒ (16) + 6 = 22


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Wife had the boy all day today and I was able to binge Witcher 3.

I am ready to gish.

-Posted with Wayfinder


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Time for some bluffing Jasper my boy.

-Posted with Wayfinder


Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3
Kurt Iron wrote:

Time for some bluffing Jasper my boy.

-Posted with Wayfinder

I've tossed in a roll, but his inquiry was, in my opinion, too broad to specify Jasper; unless the town is completely absent of any magical ability, the residents would be on par with (or exceed) Jasper's talent. Besides, he's known for the watersinging which is actually not magical in nature.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

That dirty rat!

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

Oh it's goin' down.


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

Do we know where he is keeping Brennel? How many guards there are total? If they are staying again tonight?


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

Agrimar you're there with me and Jasper if you had anything to add. I figure after watching the guards he would know their patterns and any weaknesses we might exploit. And how many guards to expect. And the half orcs favored potions. (I guess you have to get most of that from GM though lol)


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Got a couple questions for the future (loooong in the futute) for the GM.

Playing Witcher 3 I fell in love with the image of the Wild Hunts full plate wearing sorcerer guy battling one of the witchers at the keep.

I had already planned on wand wielder arcana and possibly going staff/sword with it, but this got me thinking maybe just staff. So, questions for GM.

1. Staff description describes some staves being 4 ft in length and being used as "cudgels". I only see enhanced staves with +1 (etc) as quarterstaff. Would it be possible to "count as" a non quarter staff, be a ... heavy mace perhaps? A 4" staff with a metal cap feels heavy macy to me.

If so, cool, if not

2. How will retraining be in this campaign. If I go staff = quarterstaff, then Ill need quarterstaff master, and would want to retrain weapon focus likely. Not my ideal option, but an option.

3. I had thought originally possibly picking up some crafting feats but wondered.
- how do you feel about crafting feats?
- will we have access to downtime enough for them or
- will we have access to vendors to custom make gear for us?

I know none of this will matter for a long time (thinking lvl 10 minimum) but I'm stuck here with my boy sleeping on my arm with my mind a racin'

-Posted with Wayfinder


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Just trying to think of some more interesting options over the standard crit fishing shocking grasp tactic.

Such as, I do love scorching ray. I will use that often.

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

I think that sounds pretty cool. It doesn't seem too fancy or anything.

Once we have the information Jasper acquired do we need to do anything else to prepare an ambush or encounter? Anyone need to buy any equipment?

I'm picturing an ambush on their caravan on their way to the next town. If we attack them in the city the authorities may come after us.


Male Human Brawler (Snakebite Striker) 1 Init +3 | Per +3 | AC 16, T 13, F 13 | CMD 18 | HP -3/11 | Fort +3, Ref +5, Will -1

Agrimar is unarmed. He is a brawler, so unarmed strike does more damage than daggers, but if there's an opportunity to get some armour that would be nice.


Are you saying that you want heavy mace to have the powers of a magic staff? I'm not sure I'm following you're first point.

Second, I can't really count on downtime. If there is a logical break point, I'll ask you guys about retraining and crafting. I have no problems with crafting because I usually keep the game moving at a pace where only a few items ever get made by the players. Because of this, I'm usually pretty lenient with what is available at shops.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield
Addams Family DM wrote:

Are you saying that you want heavy mace to have the powers of a magic staff? I'm not sure I'm following you're first point.

Second, I can't really count on downtime. If there is a logical break point, I'll ask you guys about retraining and crafting. I have no problems with crafting because I usually keep the game moving at a pace where only a few items ever get made by the players. Because of this, I'm usually pretty lenient with what is available at shops.

More I was wondering if there is an option of 1 handing a magic staff short of quarterstaff mastery (for the occasional spell combat).

If not, no big deal. I'll either go quarterstaff mastery, or just stick with keen longsowrd or somesuch.

101 to 150 of 314 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Cult of Unraveling Discussion All Messageboards

Want to post a reply? Sign in.