DM Cuc's Skull and Shackles Campaign. (Inactive)

Game Master moafnsteel

Skull and Shackles Campaign!


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MAP

I am seriously considering buying the advanced class guide, so if there is something that is close to what your playing that you would like to respec to let me know. My only rule is that it has to make sense and be close to your class so all you need to change is feats, skills, Etc but not your background stuff. So no martial to arcane based classes for example. Any questions let me know.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

I picked up the ACG yesterday and it is awesome. But I should note that there are synthesis classes that are based on multiple classes with different power bases.

I wouldn't mind switching to an investigator since I'm making my character less about combat and more about skills & utility (I was torn between my current character who is based on Edward from AC4 and an alchemist based on Stephen Maturin) but that would give me extracts. I could rework the background so that the character would behave the same however!


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

I'll stick with my current character.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

I will take a look at brawler but I suspect I stay as ibam


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Holgur is too pretty for me to part with him.


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

I may change Skulls to shaman. Havent got the book yet.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

i got the pdf i am leanig towards rebuilding as Brawler


Unnamed

so dm, i will not be changing all that much, not sure I lose anything practically. I lose a feat i think, but i get the maneuver bonus thingy.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

ok I lied, big changes.

I wind up getting to drop my INT to 10 but keep combat expertise, I lose the feat imp unarmed strike but gain monkish unarmed strike (unarmed does 1d6[/dice]

I lose Tiger Style

I gain flurry (IE TWF)

I gain Weapon focus Natural Attack

I lose Improved Reposition (but with Martial flexibility I ccan gain any combat feat for 4 minutes a day w a move action

I wind up gaining 2 skill points and change my favored class into HP

:)


MAP

As long as the class fits in the same line, and the characters stay the same as far as background and personality etc, I don't mind, mes let me know how much of his background needs to be changed


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Will do - I need to figure out if the move's worth it; I've also been puzzling over appropriate feats for the Investigator. I lose Swim as a class skill, and I'd lose two skill points, Sea Legs and the racial familiarity with all swords from the alternate racial trait.

I might post the build for you guys for advice when I get back home from a birthday party this evening.

Background wouldn't change too much however, I can make Mesdoram's family alchemists to justify that skillset.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Here's the investigator build I created:

Spoiler:

Mesdoram of Oppara
Male Human (Azlanti) Investigator 2
CN Medium humanoid (human)
Init +4; Senses Perception +8
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 18 (2d8+2)
Fort +1, Ref +5, Will +6; +2 trait bonus vs. divinaton effects, +2 bonus vs. poison
Resist poison resistance
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4/19-20) and
. . dagger +3 (1d4/19-20) and
. . dagger +3 (1d4/19-20) and
. . dagger +3 (1d4/19-20) and
. . gladius +3 (1d6/19-20) and
. . heavy mace +1 (1d8) and
. . masterwork dagger +4 (1d4/19-20) and
. . masterwork shortsword +4 (1d6/19-20)
Ranged light crossbow +3 (1d8/19-20)
Investigator Spells Prepared (CL 2nd; concentration +5):
. . 1st—enlarge person (DC 14), shield, touch of the sea (DC 14)
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 13, Int 16, Wis 15, Cha 10
Base Atk +1; CMB +1; CMD 13
Feats Extra Inspiration, Weapon Finesse
Traits besmara's blessing, carefully hidden, poverty-stricken, reactionary
Skills Acrobatics +7, Bluff +5, Craft (alchemy) +7 (+9 to create alchemical items), Diplomacy +4, Disable Device +10, Perception +8, Profession (cook) +7, Profession (sailor) +8, Sense Motive +7, Sleight of Hand +6, Spellcraft +7, Stealth +7, Survival +7 (+9 to avoid becoming lost when using this), Use Magic Device +4
Languages Azlanti, Common, Kelish, Polyglot, Tengu
SQ alchemy, inspiration, poison lore, poison use, fast poisoning, trapfinding +1
Combat Gear potion of cure moderate wounds (2), potion of invisibility; Other Gear leather armor, crossbow bolts (20), dagger, dagger, dagger, dagger, gladius, heavy mace, light crossbow, masterwork dagger, masterwork shortsword, adventurer's sash, alchemist's kit, compass, thieves' tools, masterwork, wrist sheath, spring loaded, 430 gp, 5 sp, 3 cp
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Inspiration (+1d6, 7/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
--------------------

Any comments or advice? Also, in this I "bought" one of the MW Shortswords that we got by taking cash from me and giving it to the other players (that way no one else is affected by my potential class change).

There isn't any change to his personality or background really, but now he doesn't use the wakizashi's or two-weapon fighting since he's even more of a skill monkey build and he can use inspiration.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

So I see paizo has finally killed the rogue class by giving another class the ability to find and disable magical traps. That's a shame.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

I'm not sure why people are always so down on rogues, but if you think investigator replaces rogue you should look at warpriest v. fighter/paladin.

If you're a tank and you're not a warpriest you're doing it wrong.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

I heard the clamor of players wanting warpriest rebuilds. That why I normally don't permit some of the advanced classes in my games, they tend trump the base classes in the power curve. IMHO. Rogues and cleric have always been my favorite two classes to play.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Clerics are the most under-appreciated class by my players for some reason.

I helped a friend build a cleric that simply destroyed everything back in 3.0 days, and he was shocked at how much damage you could do - he thought of them as "just" the healer for whatever reason.

They did put the BAB to the 15/10/5 scale instead of 20/15/10/5 because the playtests show it's too strong on the good BAB track, but the innate abilities are still ridiculous.


Unnamed

I have never played a cleric before I always struggle with access to so many spells


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

It helps to pick a theme for your character so you don't have to pull out the spell list. Once he started adding metamagic to spells like flame strike he was pretty happy with the carnage he could cause.


Evil GM

I've never played a heal bot cleric. The ones that I play will heal post battle and are generally battle cleric. I had a battle cleric in 3.5 that could decimate foes.


MAP

I just bought the advanced class guide and will look through it tonight and tomorrow and then I will update tomorrow, tonight is the last night until next Friday that I get to spend with my wife so we are going to be watching True Blood and I want to be able to really plan this next phase of the AP out a little better than I have before. If anybody else wants to update it please try to post it soon so I can review it once I scan through this book.


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

I will probably change 4skulls to shaman but unfortunatly I will only have access to the ACG in a couple of weeks so I am planning on sticking with oracle until the end of book 1 of the AP and then consider my options. Would that be alright DM Cuc?

I was a little sad they didnt use the druid list for shaman. On a side note, yes clerics rule. I just have played so many of them...


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

That I understand, I feel the same way about fighters sometimes.

I know you've probably looked it up already, but in case you haven't the base Shaman class is on the PRD already.

I was flabbergasted they had it up so quickly but they probably timed it with the launch; you are missing archetypes unlike the classes already up there sadly.


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

Mini GM are you going to do the PFS credit thing? I need to know if I can play my witch or if I should leave her in the back burner for a while.

EDIT: That sounded a little bossy, it was not the intention. I just have a few games coming and need to plan for them.


Unnamed

yes I am, I got distracted with visiting family.

Can everyone repost for me their PFS number and character number and faction for me.

Sorry, Cuc if you can post your number as well.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

I am considering changing Holgur's combat style from two-handed to two-weapon. Initially, I wanted to make him a trip-and-disarm machine with the flail. But I did not realize that he still provokes AoOs even with a weapon that has the trip and disarm properties.


MAP

That is fine with me Holgur, just update your character sheet.

Balthe: Pathfinder # 37115.


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

PFS# 35561-7

Our numbers are very close DM Cuc, we probably registered in the same year. Holgur you would need combat expertise, improved trip, improved disarm and combat reflexes for a flail trip build to work. Ends up better to dip in fighter.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

PFS# 50664


Unnamed

Got it I will get it up this evening.


MAP

What I figured I would do, is at the end of this book, I will give everybody one more opportunity to change up their characters (with some restrictions) because I want everybody to enjoy their characters. As long as the character is not vastly changed and they remain the same "person" then I won't mind, so if you want to try something out, I will let you change it again once this book is finished. I hope this helps if anybody is thinking about changing but is worried they wont like it.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Oooh, excellent I'll swap and see if it's worth it.

I mean, three people that can cast Enlarge Person (with Balthe's scrolls) shouldn't be not worth it, but still!


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

ooo I am going to rebuild to a gestal cavalier/gunslinger/alchemist/monk/ancient dragon!


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Ha! Mesdoram is actually Aroden's surviving avatar. Cleric/Fighter gestalt, I grant my own spells.


MAP

haha Balthe I Like that build. I will give everybody until the end of the week to make their changes. All I ask is that it does not deviate to far from your original character concept. Like I said before no Marital Flex character to a spell caster. Any questions let me know.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Jasmine's good to go, no changing her.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Since I now have Craft (alchemy) are there ingredients on board that I can use to make alchemical items or can I have bought them on the Wormwood before leaving via extraordinary retconning?


Unnamed

reporting the pas tonight then i will post a link to download the chronicle


MAP

Sorry about not updating last night, I was in bed most of the day sick. Feeling better today and will update when I put the kids to bed tonight. Mes that is fine, you could have brought stuff over.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Mwahahaha!


Unnamed

reported, it is actually for levels 2-4, we might not be there yet, but it is reported. sheets coming up.


Unnamed

Here is the chronicle. Just roll your day job (for you PFS character) if you have one and plug in your numbers.


Unnamed

ok I officially like the brawler.

That was sick that I could do that.

DM:
Also I cheated little and looked up the grindylow, and I made a mistake picking that maneuver! Worked out though.


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

Got the sheet, thx DM Cuc and MiniGM.
Since I have never GMed PFS I have a question. Does the "event" and "event code" fields need to be filled? Mine are blank.

Also the "XP" field says +4XP but the guide in the page before mentions that each book only grants +3XP.


Unnamed

Shoot. I can repost it is 3 xp and 4 prestige oops


MAP

Just to update everybody, I will be updating the game tonight when I get home from work, around 9pm (eastern time). Weekends have been really hard for me, my sons birthday party was yesterday and the weekend nights are the only time I have to spend with the wife. But I will progress the story tonight.


Unnamed

:)


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

If only this had happened at level 3, I could've taken Enlarge Person and a mutagen.

Mesdoram smash!


Unnamed

you've been hanging out with Balthe too much


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

One day, one day.


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4
MiniGM wrote:
Shoot. I can repost it is 3 xp and 4 prestige oops

No need, its fine. I can correct it on my sheet with a pen. I am more worried with the "event" and "event code" fields. Dont the sheet needs those filled to be valid?

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