I doubt I will have time today to advance the story, but I will have time tonight when I get home, I got a busy day of paperwork and appointments ahead of me.
Sorry about the lack of posting last night, went home to a baby throwing up all night and my wife has a weak stomach so it fell upon me to clean it all up :-) lol gotta love having children lol
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)
So I've finished reading the AP module and it's very much a dungeon-crawl. Not that that's a bad thing necessarily but it will make running the module challenging given that I'm at work during the day.
I'm going to have to figure out how to front-load a lot of the work, I'll see what I can do this weekend. If you guys are still interested (aside from Vuvu who seems all in), let me know for reals.
meso, i find that using google doc helps a lot. what you can do is upload ALL the maps you need to the same drawing and just stack them, just start with the last map first, then you can just delete them as you go. I also find what helps is if you are posting by phone you just have a dice rolling app on your phone and just post the results, I do it all the time.
also i saw a review that mentioned that the first chunk of the AP, before the first tomb can actually be skipped.
meso, i find that using google doc helps a lot. what you can do is upload ALL the maps you need to the same drawing and just stack them, just start with the last map first, then you can just delete them as you go. I also find what helps is if you are posting by phone you just have a dice rolling app on your phone and just post the results, I do it all the time.
also i saw a review that mentioned that the first chunk of the AP, before the first tomb can actually be skipped.
And I am in with a crypt breaker alchemist.
That sounds like good advice, thanks! I was thinking of creating all the maps ahead of time (there's an interactive map pack I can use to edit maps together, thankfully) and I'll look at the kind of editing I need to do.
This is my GM Alias by the way, so if you're not into puns, well, too bad.
Hmmm, good point need the rules. I'm flexible on some things depending on how you're working it.
-Core races (if it's been your dream to play an uncommon race from the ARG come up with a pretty awesome backstory).
-Max starting gold.
-20 point stat buy.
-No summoners or gunslinger.
-No third-party builds/feats.
-Two traits, one from the Player's guide.
-No evil characters (I'm the only one who gets to be evil).
If you guys want to try any of the advance classes from the playtest let me know first so I can review any changes to the classes - also if you're using something from a non-core book (UC, UM, UE, Core, APG, ARG) let me know so I can look it up and OK it or not.
My main rule of thumb for characters is no cheese, lots of other options are flexible.
Last thing, the adventure path assumes you all know each other and are part of a team so you'll want to work on backstories and a company name - every good tomb raiding group has an awesome company name.
I'm playing a fighter with Cha 8 and he's surly, sarcastic and has a face that looks like it was thrown under the dragon. Slap a circlet of persuasion on and nothing to worry about!
If I do yield to my baser instincts and enter another game then I will probably create an ancestors oracle who thinks that he is a priest of the still-living Aroden. The fact that he wields power is enough to prove to any fool that Last Azlanti still lives but has hidden his light from the world for reasons of his own.
If I do yield to my baser instincts and enter another game then I will probably create an ancestors oracle who thinks that he is a priest of the still-living Aroden. The fact that he wields power is enough to prove to any fool that Last Azlanti still lives but has hidden his light from the world for reasons of his own.
Everyone knows Aroden is too busy battling the Old Ones, which battle is manifested in the Maelstrom, to tend readily to mortal affairs.
This is my GM Alias by the way, so if you're not into puns, well, too bad.
Made me lol in RL.
I am in too. Have to figure out what I am going to play. I need to take a break from healing. Currently running 4 oracles (bones, life, lore, heavens), a cleric and a oradin. Lol
This is my GM Alias by the way, so if you're not into puns, well, too bad.
Made me lol in RL.
I am in too. Have to figure out what I am going to play. I need to take a break from healing. Currently running 4 oracles (bones, life, lore, heavens), a cleric and a oradin. Lol
Indiana Jones of sorts sounds like a good concept
Well as Jasmine mentioned there is the bard archeologist. Having read through the adventure it's (as always) balanced to having all four roles (martial, arcane, divine, skill) filled.
If Vuvu/MiniGM/Balthe wasn't playing an alchemist, the investigator class from the advanced class playtest would've been a nice jack-of-all-trades as well.
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 will play some sort of bard or rogue. I need to look a the PG, which won't happen before Saturday. I can play just about anything though. I don't mind putting together a cleric if needed.
Once I know what everybody is planning to play as for sure, I will play whatever is needed. It is looking like I will be playing a rogue or a healing character.
Scratch that it is not a feat, but it says you can move at 1/2 your speed with an accelerated climb, which I have no idea how that works, so I will have to look that up when I get home, unless somebody here knows.
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)
From p. 91 Core Rulebook:
Accelerated Climbing: You try to climb more quickly than
normal. By accepting a –5 penalty, you can move half your
speed (instead of one-quarter your speed).