| Durin Stonehammer |
So far so lucky Dan! :)
| Durin Stonehammer |
Want to run Khun-Duhn for this combat Edeldur? (Can I call you Ed?) :)
And don't worry about messing up... it is KD's job to exit stage left. lol
| Dan E |
More sticky beaking.
Using favored class bonus on channel energy would bump it a couple of dice. Seems a worthy trade for the hp loss given your feat selection...
DM has nixed UM/UC spells as above.
No alignment channel means you have to wait til 9 to enter the pc (assuming thats still the plan).
Wow is misfortune really an immediate action, between the ill omen and this Marcus will love you.
| Durin Stonehammer |
I am travelling to Texas early Monday. Will be home late Thursday. Will try and post from my phone, but please DMNPC Durin as needed.
(I was hoping to get this round done before I hop the plane Monday am. :)
| Durin Stonehammer |
Here is a LINK to the original character creation parameters. This is by no means comprehensive (or ironclad) but it is a start. :)
| Durin Stonehammer |
I charted my feats according to that as well... but have been told subsequently that the feats are off limits. :P
| DM Alexander Kilcoyne |
The Misfortune mechanic on a Dual Cursed Oracle is nightmarish to run over a play-by-post.
As an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed.
Absolutely fine on a RL table, a nightmare over this medium.
The constraints are quite outdated.
Essentially the game is Core + APG + Player Companion books as I said in our PM's. Anything deviating from that should be run by me first to avoid disappointment. I'm very leery of UM and UC and various things inside those books.
With that said you are by no means obliged to make a healer.
| Dan E |
This part from DM from the first page of discussion thread didn't make its way to the wiki. Maybe source of your confusion Edeldhur, we've all had time to adapt.
Core rulebook and APG are permitted sources, although the following classes are banned without exception- Alchemist, Gunslinger, Magus, Summoner, Ninja, Samurai. Cavaliers are permitted but there are a significant amount of dungeons and thus may want to consider an archetype that de-emphasises the mounted combat or playing a small race. The spell Bestow Grace is banned, and the Vital Strike feat automatically upgrades to the next feat in the chain at the appropriate BAB. Archetypes and feats from UM and UC are generally permitted but check with me first before committing to one, especially a feat chain. All player companion books are generally OK. Equipment from UM and UC generally banned.
| Durin Stonehammer |
Although he didn't take the time to verbalize it before he teleported away, I'm fairly certain you can add one to the "promises of revenge" tracker. :P
| Edeldhur |
Edeldhur, hows it going?
Doing fine, had to rethink quite some stuff about the character - I know I don't NEED to play a healer, the Oradin was simply a character I was trying to put together and try for the first time. For the healing utility, but also because the group is so well rounded, its not easy to find a niche :D
Once we realized it could not be done, I diverted to the build you saw before, but I gotta admit that not having Misfortune is definitely a strong blow on that character's capabilities, as it has such a tremendous utility - I agree that it may not be easy to pull off in PbP, but still...
So I have rebuilt him, also taking away the Dual Cursed, and came up with the one below - will you take a look?
Telurion
Male Angel-Blooded Aasimar (Angelkin) Fighter (Lore Warden) 1/Oracle 6
LG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 19 (+8 armor, +2 Dex, +1 deflection)
hp 53 (1d10+6d8+14)
Fort +8, Ref +6, Will +7; +2 vs. death
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee masterwork cold iron longspear +10 (1d8+6/×3) and
. . silver heavy mace +9 (1d8+4)
Ranged masterwork sling +8 (1d4+4)
Special Attacks channel positive energy 8/day (DC 19, 5d6)
Spell-Like Abilities
. . 1/day—alter self
Oracle Spells Known (CL 6th; concentration +11):
3rd (4/day)—cure serious wounds, neutralize poison, prayer
2nd (6/day)—cure moderate wounds, lesser restoration, shield other, spiritual weapon
1st (8/day)—bless, command (DC 16), cure light wounds, detect undead, divine favor, protection from evil
0 (at will)—create water, detect magic, guidance, light, mending, resistance, stabilize
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 20
Base Atk +5; CMB +9; CMD 22
Feats Combat Reflexes, Extra Channel, Fey Foundling, Power Attack, Selective Channeling
Traits fate's favored
Skills Acrobatics +2 (-2 jump), Diplomacy +14, Heal +11 (+14 to treat poison), Knowledge (history) +7, Knowledge (planes) +6, Knowledge (religion) +8, Linguistics +5, Spellcraft +4; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Celestial, Common, Infernal
SQ interaction bonus, mysteries (mystery [life]), oracle's curses (legalistic), revelations (life link, channel), vow to self
Combat Gear wand of bless (50 charges), alchemist's fire (4), antitoxin (2), Healer's kit (10/10 uses remaining); Other Gear +2 breastplate, masterwork cold iron longspear, masterwork sling, silver heavy mace, belt of giant strength +2, cloak of resistance +2, headband of alluring charisma +2, ioun stone, dusty rose, cracked, ioun torch, ring of protection +1, ring of sustenance, antidote kit, backpack, masterwork, belt pouch, everburning torch, waterskin, 121 GP
--------------------
Special Abilities
--------------------
Antidote kit (10 uses) +3 circumstance bonus to Heal checks to treat poison.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fate's Favored Increase luck bonuses by 1.
Fey Foundling Magical healing works better on you
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Life Link (6 bonds, 160') (Su) Bond drains your HP to heal others.
Oracle Channel Positive Energy 5d6 (8/day) (DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Selective Channeling Exclude targets from the area of your Channel Energy.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
Apart from the one above, I was considering the Evangelist Cleric but he is also from Ultimate Combat :D
I'll be honest, I'm starting to ponder using a character I came up with, some time ago for PFS - he is a straight up melee Fighter/Ranger with a boosted up UMD for self sufficiency and heals ;)
| Durin Stonehammer |
Hopefully he left his spellbook behind if a wizard.
We should quickly search and clear the building. He might still be here.
And if he can afford a scroll of teleport he can probably afford a scroll or two of raise dead. ;)
| Durin Stonehammer |
Some can search... some can talk to him. :)
That dude is fast! He got here in one round. He doesn't strike me as the come running type. :D
| Dan E |
Presume he made it during the 36 seconds that Marcus flailed around.
I say we claim the place whether he likes it or not.
I was looking for something else when I went looking back through past posts..
The Usurer did not even smile although he made two audible pauses as he responded.
A... pair... of Gnomes run a boarding house- just past the Chapel on the right. You can change gold here; five pieces to one iron bit. You can also exchange iron bits back into gold; two gold pieces for one iron bit. I also offer short term loans- for collateral equalling 50% of the loan amount and 25% interest compounded daily.
The Usurer considered Vincent's questions and then nodded slightly in answer to the first. He did not respond to the compliment, either verbally or with body language.
The Hill Giant's name was Gurg. Until today, he ran the top mercenary company in the camp; The Pounders. Not very bright but he didn't cause trouble. He kept his eight ogre's in line. Clantock's Fourteen hated them. They were the second-best mercenaries once Gurg arrived and he was driving them out of business. Maybe he know's something about what happened. Or perhaps searching their camp-site might find you some clues. Its behind this building. Simply though... the Desolation probably drove him insane.
Tricksome DM :) Bastard tried to set us up.
| Durin Stonehammer |
Presume he made it during the 36 seconds that Marcus flailed around.
So while Marcus and KD wrestled for half a minute, the rest of us...? Stood around and cheered? :)
Is it really that much of an issue if some of us would have wanted to make sure he was truly gone? Not merely in the next room rigging the place to blow after cleaning out the strongbox? :D
You know, Durin can't tell the difference between teleport and dimension door. ;)
Alexander Kilcoyne
|
I am happy to assume you quickly checked these rooms but it is completely irrelevant. The Usurer doesn't give a damn if you loot it or not; but the moment a conflict in the boarding house was apparent he came straight over. This is not a large place.
You have characters engaging the Usurer right now. Others can be searching, or frankly he probably would have waited till you looted it. Your quibbling over nothing.
| DM Alexander Kilcoyne |
I'm thinking that Khun-Duhn could run this place for you (and he will volunteer IC, once the Usurer leaves). Hes never quite fit in anywhere, but in a camp with an undead undertaker, a hag apothecary and other monstrous individuals, he actually feels at least people won't judge him too harshly here.
Keeps him close by in case Max ever re-joins us too.
| Dan E |
I had this big speech planned out for Marcus and then the Usurer went and offered us the place anyway.
Having K-D stay does seem optimal particularly if we can count on him to provide healing and so forth during downtime.
I was going to suggest offering some sort of profit sharing with Sammuel actually. His abilities are extremely useful and hes sniffed out two major threats for us already (that fight would have no doubt gone rather differently 3 of them vs 1 of us at a time and sick to boot). Of course he is not so trustworthy at least without incentives.
Perhaps he would like to assist Khun-Duhn (we'd be leery about leaving someone alone with a mad illusionist lurking about anyway), I'm happy to explore his motives IC.
We could always offer Sammar the protection of the place. Simon too if he is willing, he was the only other helpful person I can think of.
We're fairly close to 8th level now. At ninth I can get wall of stone and can make a nice fortress around the place.
| Durin Stonehammer |
I am back early. Flight troubles left me "stranded" in San Francisco and ultimately had me turned around without making it to Texas. Will try again in April. :P
I object to me wanting to play Durin according to his character as "quibbling". :(
Just as the Usurer doesn't give a damn about whether we search/loot the place or not, Durin doesn't give a damn, and stops what he is doing, just because the Usurer has shown up at the door to talk. :)
Isn't Simon a drunk?
I am fine with KD running the boarding house, but I wonder if it would make more sense to switch KD and Vincent around in their positions? Both strategically and character wise? (This is assuming Vincent is still alive) ;)
Does the exchange offer apply to saleable goods? ie can we sell loot items at full (half) value in iron bits?
Barring that, do we (anyone) have the 2000 gp to trade? Durin has 1 gp to his name currently and would really like to pay to have his arm strength restored in iron bits if he could. Would save the party an immense amount of wealth. 800 vs 4155!
| Treasure Chest |
Loot Log
Small +1 padded armor (1160 gp) sell (carried by Vincent)
Small +2 shortspear (8301 gp) sell (stash in boarding house)
A set of masterwork thieves’ tools (100 gp) sell (stash in boarding house)
A 50 ft. coil of silk rope (10 gp) keep (carried by Zanzu)
Waterskin holding 4 doses of potion of CLW (CL 5) (200 gp) party consumable (carried by Durin)
Decanter of Endless Water (9000 gp) keep (carried by Marcus)
Large +1 Keen Spiked Greatclub (8310 gp) sell (stash in boarding house)
4 pearls, 100 gp each (400 gp) sell (carried by Arachiel)
potion of Neutralize Poison (750 gp) party consumable (carried by Khun-Duhn)
bejeweled calfskin gloves (1,200 gp) sell (carried by Vincent)
Bracers of Falcon Aim (4000 gp) claimed by Barak
Dimensional Shackles (28000gp) keep (carried by Barak?)
unique and interesting masterwork longsword (450 gp) keep? (carried by Vincent)
masterwork heavy steel shield (190 gp) bury?
masterwork dwarven waraxe (330 gp) bury?
2 gold epaulettes, 25gp each (50 gp) bury?
jar of restorative ointment w/4 applications (3200 gp) party consumable (carried by Zanzu)
I have updated the above to reflect things we are now likely storing in the boarding house.
Gem of Seeing (75,000 gp) keep/claim? (carried by Zanzu)
(2) rings of protection +2 (2x8000 gp) keep/claim?
(2) sets of leather armour (Small) (2x20 gp) sell (stash in boarding house)
(2) masterwork rapiers (Small) (2x300 gp) sell (stash in boarding house)
880 iron bits use to pay for Durin's restoration
1,200 GP convert to iron bits?
+1 dagger (2302 gp) keep/claim?
(2) silver urns (20 gp) sell (stash in boarding house)
(6) assorted gems (2,800 gp) keep/claim/sell?
exquisite tapestry depicting a griffon rampant on a field of clouds (5,000 gp) sell (stash in boarding house)
We need to decide on claims before I will adjust the shares calculations. Take it away! :)
Keep & Consumable value: 20805 gp
Sell & Claimed value: 11735.5 gp
Coins: 26 sp
Total Share value: 1466.94 gp
Current Shares:
Durin = 0 gp
Barak = 2000 gp
Marcus = 0 gp
Khun Duhn = 0 gp
Arachiel = 0 gp
Zanzu = 0 gp
Vincent = 0 gp
Party = 0 gp
Comments? Questions?
| Durin Stonehammer |
Obviously Durin would be interested in one of the rings. He would have his own +1 ring of prot. to trade back.
| Telurion |
Sorry for the holdup guys and AK - got my daughter sick so days have been kinda hectic - will post background as soon as I can.
| Durin Stonehammer |
Ok then... let's try it another way... :)
Anyone object to Durin taking one of the rings? :D
| Durin Stonehammer |
So if Durin takes a +2, and we give the other +2 to Zanzu (seeing as how he needs to get up close and personal to be effective as opposed to Barak) we can give Arachiel Durin's +1 ring. Barak already possesses a +1 ring as well.
Anyone want the dagger +1? Zanzu? For those times you need magic to overcome DR?
Acceptable? Thoughts?
| Zanzu Kakrak |
Zanzu has the gem and isn't likely to give it up, especially as it fell into his hand during the last fight.....
Not sure if he's the best person to have it or not ... but he definitely likes the idea of being able to see through illusions...
what pickpocket/thief would not ....
As for the dagger, it would be useful or greater magic fang potion etc.
I kind of feel a bit greedy if I took all these magic things... but all would help.
| Durin Stonehammer |
Are you claiming the Gem for Zanzu (personal property)? Or are you wanting it kept (party treasure) but carried by Zanzu?
As for the other stuff, I think it best to go where it is best utilized at the moment. Once we can actually sell stuff, things can be revisited.
My opinion anyways.