DM Dan E's Legacy of Fire: Chapter 3 The Jackal's Price

Game Master Dan E

Recruited to reclaim the town of Kelmarane from a tribe of gnolls, six adventurers find themselves caught up in a series of events that may change the face of Katapesh: the Legacy of Fire.

Katapesh Map

Rayhan's Villa Map


701 to 750 of 1,481 << first < prev | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | next > last >>

HP -12/64, AC 19/18/16 CMD 29, Speed 50 feet, F +8, R +8, W +11, P +12, In +4, AOO +12, EF 6/6, Ki 9/9

1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10 (Con, Toughness)

Favored Class- +1/4 ki pool (how the hell did I miss this option before!?!?)

CMD- +1 (HD)

Speed- +10 feet (50 feet)

All attacks +1 (BAB increase + flurry of blows)

Third flurry attack gained (at -5).

All saves +1.

Improved Trip gained as bonus feat.

Slow Fall increases to 30 feet.

+1 use of elemental fist.

+1 ki.

+1 acrobatics, +1 perception, +1 knowledge (Religion)

Sovereign Court

HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7

6th Level inquisitor

1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6 (Con, Favored Class)

+1 BAB/CMB/CMD

+1 All Saves

Bonus Teamwork Feat = Outflank

+1 2nd Level spell per day

New 2nd level spell known: Cure Moderate Wounds

Skills (6 + 1 INT + 1 Human)= +1 to Acrobatics, Perception, Stealth, Sense Motive, Disable Device, Knowledge(Dungeoneering), Knowledge(Nature), Knowledge(Local)

Sovereign Court

HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7

Khalid is fully updated and ready to go.


Linah updated (in a spoiler at the bottom of the profile. will switch level when our rest has been confirmed).

Hit points: +6 (average hit points + 1 for con)
+1 to Knowledge (Religion)
+1 to Diplomacy
+1 to Heal
+1 to Spellcraft

and that's it... switching some spells around.


DM Dan E wrote:
Building on Khalid's findings, Zeladiel divines that the device seems to be activated by the use of magical energies. What type of energy isn't exactly clear although standing inside might provide a clue, the runic symbols all point to the centre of the circle.

Yes, step into the arcane cage surrounded by writhing bound elementals, Zeladiel. What could possibly go wrong? ;)

Will have some time in an hour or so to get Nuveril leveled.


DM Dan E wrote:

We can play around with the fluff on World Serpent to suit. Outsider bonuses will be often used although its maybe a little meh mechanically.

Like the imagery with Ghost Rager. There will be a few fights where it will be useful. It would be nice for one of the optional add on bits I am hemming and haring about adding (and frankly if you take it I probably will add to give you more mileage out of it). I'm going to stress the few though and you won't get much if any use (of the incorporal hitting power at least) in the last few books.

Another worth considering is Spell Sunder. It seems to me to be pretty abusive with the right build but Nuveril has definately not been built that way and it progresses Nuveril further into the anti-magic fighter niche which differentiates her from the others. The mechanics may not be what you have in mind though (constantly missing with it would be pretty frustrating I guess).

Still some gnoll fighting left but you'll shift to magic using outsiders more and more as the AP progresses.

Spell Sunder and Sunder Enchantment would indeed be cool if she had half a chance of succeeding with them. But vs. CMD plus 5, when she only has a +6 to CMB, for a chance to turn off a spell for one round? And she can only attempt it once per rage? An opportunity to waste a standard action once an encounter isn't that appealing. I can't imagine an instance when she wouldn't be better off just attacking.

Think I'll go with Ghost Rager. The bonus to touch AC might yet come in handy vs. magic users with rays and the like, even without much incorporeality in the mix, and it scales with Superstition. There are rage powers I'm interested in at levels 8 and 10, so I probably wouldn't get around to the whole World Serpent chain anyway. The level 6 pickings are just a little sparse.

Barbarian level 6
4 hp + 2 Con + 1 hp/favored class =7
+1 to BAB, +1 to all saves
Sixth Sense +2: +2 bonus to init; +2 insight bonus to AC during surprise rounds
Rage power: Ghost Rager (normal damage to incorporeal creatures, +3 morale bonus to touch AC)
4 skill points: +1 Acrobatics, +2 Climb, +1 Perception


hp 44/44; AC 17; Init +5 Male Elf Wizard (Evoker) 7
Joana wrote:

Yes, step into the arcane cage surrounded by writhing bound elementals, Zeladiel. What could possibly go wrong? ;)

Well, I'm looking for an excuse to learn Terran next level- maybe they'll leap out and teach me... :-)


HP -12/64, AC 19/18/16 CMD 29, Speed 50 feet, F +8, R +8, W +11, P +12, In +4, AOO +12, EF 6/6, Ki 9/9

Is it time to make the level up changes?


Zeladiel Araxyll wrote:
Joana wrote:

Yes, step into the arcane cage surrounded by writhing bound elementals, Zeladiel. What could possibly go wrong? ;)

Well, I'm looking for an excuse to learn Terran next level- maybe they'll leap out and teach me... :-)

OK that will work nicely then :)

Yep level up.


So just Grall with the level up then.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Grall changes for 6th:
+1 lvl barbarian
+1d12 + 4 + 2 ⇒ (2) + 4 + 2 = 8
+1 BAB
+1 Saves
+2 Rage rounds (18)
Rage Power:
Strength Surge
DR:3-
Resistance to Fire (1)
Skills:
+1 Acrobatics
+1 Knowledge (Nature)
+1 Perception
+1 Stealth

Hit points are starting to even out.


OK looking good although I thought I had Zeladiel in there. It will be over to you in the morning.


hp 44/44; AC 17; Init +5 Male Elf Wizard (Evoker) 7

Zeladiel updated.

+1 lvl Wizard (Evoker)
+ 6hp (+4, +1 Con, +1 Favoured Class)
+1 BAB
+1 Saves
+1 Intense Spells Damage

Lightening Bolt, Stinking Cloud added to Spell Book
+1 2nd level spell
+1 3rd level spell
+1 Knowledge: Arcana
+1 Knowledge: Dungeoneering
+2 Knowledge: The Planes
+1 Linguistics (Terran)
+1 Spellcraft

Take 10 +13 Spellcraft +2 Elven magic = 25 identify magic items.
(27 if Evocation, 23 if Abjuration/Necromancy)

Next morning identify= 35 identify magic items.


Magical items are identified by Zeladiel as follows:

"Goreshead" Medium +1 Human Bane Greataxe
Ring of Protection + 1
Belt of Constitution + 2
Cloak of Resistance + 1
Scrolls of animate dead x 2 (CL 5), speak with dead (CL 3)
Medium Breastplate + 1
Medium Bardiche + 1
Potion of Cure Moderate Wounds (CL 3)
Medium Studded leather + 1
Medium +1 Viscious Scorpion Whip
Wands of Cure Light Wounds CL 1 (2 charges, 5 charges, 6 charges)


HP -12/64, AC 19/18/16 CMD 29, Speed 50 feet, F +8, R +8, W +11, P +12, In +4, AOO +12, EF 6/6, Ki 9/9

I want... none of it. Gimme my gold share.

Level up complete


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

If you don't mind, can I carry the Greataxe for now and the potion of cure moderate wounds?
Grall wants none of this either....with no armor to buy I guess I need to save for the +4 belt of CON...lol's

No gold share until we reach a point we can sell stuff...you know the drill...your exact share down to the coppper will be figured at that time... :]


HP -12/64, AC 19/18/16 CMD 29, Speed 50 feet, F +8, R +8, W +11, P +12, In +4, AOO +12, EF 6/6, Ki 9/9

I'm aware we need to sell, I meant when we sell give me my gold share, thought it was pretty much implied.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

It was, just thought I would remind the rest of the slackers...


Nuveril could use the belt, if no one else wants it. I assume it'll adjust to fit a Small character.


Yep although it always seem pretty arbitrary that armour doesn't.

Sovereign Court

HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7

With Nuveril being on the front line all of the time the extra hit points would do her good.

The only thing Khalid would be remotely interested in is the Cloak of Resistance, but even that is just barely.

Any gear that is there, ought to be put to use at least until we are able to sell it, so the Ring, Cloak, and Belt need to be on someone's sheet at least until later.


Nuveril already has a ring of protection and a cloak of resistance. Profile updated, and belt added to her character sheet; if anyone else wants to claim it, they can fight her for it. ;)


Linah will take the ring. Anyone wants to carry the wands or should Linah? Profile updated.

Sovereign Court

HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7

I'll take one of the wands.


Okays, adjust sheets please to reflect items. Assume Khalid takes the greater charged wand and Linah the others?

Down to Khalid and Zeladiel for the cloak?


Zeladiel:

Plan was to finally grant you your bonus feat here. Gone back and forth on it but the plan was something that better integrated your archery and magic use. Something I think is reflected in your feat selection but I just want to check before I finalise it that the plan isn't to shelve the bow in the near future.


hp 44/44; AC 17; Init +5 Male Elf Wizard (Evoker) 7

DM Dan E:
I'd like to hang on to the bow for as long as possible, thanks.


Zeladiel:

OK here is current version, aim is to get the power level equivalent to a normal feat.

Longbow Mage

Your extensive practise with both bow and magic has enhanced your ability to use the two together.

- When holding a longbow you can cast a spell with a somatic component as if the hand holding the bow were free.

- You gain the Arcane Strike feat with a longbow against a target currently affected by one of your spells or a target affected in the immediately preceding round.

I assess each component at about trait level. The first lets you use a rod, wand etc without having to stow the bow (which to me kinda puts you at the same point as a mage with a ring or amulet bound item). The second gives you a conditional arcane strike, which will help a little to counteract your bow damage falling away more and more as we progress. Seeing affected as something in the magical affect so you shoot a target in your stinking cloud or something you hit with magic missiles the previous round rather than something at the bottom of one of your pits.

All together not terribly strong I think, its not enhancing your actual casting and is line with the other PCs (Nuveril and Sajan's were ones that tended to increase the character's natural strengths while the other three were shoring up weaknesses). Idea is to boost you a little when using the bow and magic together. Obviously completely useless if you jettison the bow.


hp 44/44; AC 17; Init +5 Male Elf Wizard (Evoker) 7

DM Dan E:
Sweet. Obviously not as powerful as Arcane Strike which works all the time, but the flavour of working against ensorcelled critters is very nice, and the addendum of trying to free a hand to avoid the drawing/sheathing rules brings it somewhat back to balance.
I think the holding a bow thing needs to be better worded and clearer. Currently, it's a free action for me to draw the bow when moving, due to my at least +1 BAB, and possibly it's the same for sheathing/stowing the bow too, though the rules are a little less clear there. I was under the impression I could use wands and rods with one hand while holding the bow with the other. I just couldn't use the bow as a bow when one hand was full. Is this saying that I can cast spells when both hands are full, provided one of those full hands holds my bow?


Zeladiel:

The last. My thinking is that you always hold the bow in one hand. Casting or firing like that of course is fine. But if you've got a rod or wand in one hand then you have to drop or stash the bow (which is a move or at least takes a move which will generally be sucked by drawing the rod/wand in the first place) to cast. Thus compared to a mage with a worn bonded item you take an action penalty. A mild one but the wizard with probably the inferior mechanical choice of weapon as the bonded item loses out.

With the feat your bow hand counts as free allowing you to cast with it if the other hand is used. Not a big advantage but the idea was the two smaller benefits adding up to one feat. Make sense? If we have a difference of opinion on the core applicable rules we should sort that first.


HP -12/64, AC 19/18/16 CMD 29, Speed 50 feet, F +8, R +8, W +11, P +12, In +4, AOO +12, EF 6/6, Ki 9/9

DM/Zeladiel:

You know me, I can never resist peeking sorry :(.

Just saying, RAW you can take your hand off a two-handed weapon in order to cast with one hand anyway. Its considered a free action.

P.S- Call it Magic Marksman! ;).


Zeladiel, Sajan and Anyone Else Who Cares to Look:

Extra input is fine.

Always happy with casting when you can get a hand free. Idea was that Zeladiel will be increasingly rod/wand using and keeping with the bow will otherwise be costing action economy which isn't really balancing anything its just a feature.

If its not floating anyone's boat I'll find something else to add to the conditional arcane strike to make up feat strength (just don't blame me when something nasty happens to Zeladiel's dropped bow when he runs out of hands :).

And yes Magic Marksman is a much cooler name, going with that!

Edit: Maybe the nub of this is a rule difference. Are one or both of you of the view you could draw a rod, shift the bow over to the rod hand as well, use it and then cast?


*New avatar*


hp 44/44; AC 17; Init +5 Male Elf Wizard (Evoker) 7

DM Dan E:
I don't think I understand- hold two items in one hand while casting with the other. Zeladiel has always drawn the rod and cast in one round without dropping the bow. One casts through the rod, right? Or through the bow?


hp 44/44; AC 17; Init +5 Male Elf Wizard (Evoker) 7

Downloaded Skull and Shackles last night. Looking for players today.

You guys get first dibs. Will be including RL friends. Haven't run on the forums before, so setting up will be slow, but hope to pick up pace after a week or two.

Sovereign Court

Whats your impression? I'll be honest, to me it looks like Kingmaker at sea and I wasn't very impressed with the players guide.

I am however, interested, albeit with concerns.

Sovereign Court

Whats your impression? I'll be honest, to me it looks like Kingmaker at sea and I wasn't very impressed with the players guide.

I am however, interested, albeit with concerns.


I was hoping the campaign traits would provide me with some inspiration, but they're kinda meh. "Hey, you've always wanted to be a pirate -- and now you're being forced to!" :P


Definitely interested. I have a couple of thoughts kicking around in my head depending on source material allowed.


Interested although recording Marina and I are 9 or so days off for a cruise from next thursday. Full day meeting tomorrow unfortunately so update may be slow.


I thought Kingmaker was your all-time fave, AK. What's not to love about Kingmaker at sea? :)

Kingmaker does seem to be insanely popular, judging only by the number of PbPs that are running. It would make sense for Paizo to make a second run at the concept with a few key tweaks.

But, yeah, those campaign traits. :P Except for Ancient Explorer, they're all basically the same. They don't provide various adventure hooks: just the one -- 'you want to go to sea' -- and you pick what skill you want a bonus to. Lame. Feels like they just rushed through them to get to the ships and naval combat rules.


hp 44/44; AC 17; Init +5 Male Elf Wizard (Evoker) 7

The Player's Guide was very disappointing and I reviewed it as such. The traits and character focus are weak at best and I won't be insisting anyone use them as is.
The whole "wannabe pirates" thing is annoying and initially unnecessary. Think of wanting to be a pirate, not as a start, but as a destination for your character and, as such, it will be important for the PCs to form bonds over the course of the game. Essentially, by the time the PCs stop being railroaded, they should be accepting of a life at sea.

However, the 1st module is very well done and, indeed, focuses very much on forming bonds. It is a great introduction to shipboard adventuring and has enough options and freedom to alleviate the railroad of being trapped onboard ship. For mature players who are prepared to step outside stereotypical play, I think this module is awesome. In fact, I'm actually a little worried that once the PCs are established things may revert back too far towards sequential hack and slash. It would be terrible if traditional players were put off by the introduction and progressive players were put off by the follow through.

Will build a recruitment thread (or maybe skip straight to a discussion thread) tonight (12hoursish), when I have time to learn how. Will keep you posted.

:-D avid


Ooh, if I don't have to use one of Paizo's backgrounds, then I definitely have a character concept. I'll PM you. :D

Sovereign Court

The campaign traits do look rather rushed I can agree with that. Alright, I believe i'm interested, last question before I commit myself is what rules are you playing under? By which I mean, allowed sources, point buy, tc.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

I am in if you will have me! And I already have a character that has been submitted under another thread but I will withdraw him if you have the room.
Rogue (maybe smuggler or pirate archtype) that is going to do a couple of levels of fighter. Here is the background :] I will post full character when you get a linkie up...the "Captain" in the name is a bit of sarcasm.

Tale of Captain Baggs Degrin:

Baggs was born on the streets of Riddleport. His mother was a priestess of Calistria, his father a known pirate who visited there often. His childhood was not harsh but the streets of Riddleport were not easy by any means. His father wanted little to do with him, but he dreamed of following in his father’s footsteps non-the-less. When he was 12 he ran away and hopped on the first vessel that would let him come aboard, a pirate ship named The Shrew. He found out that his father’s name (Edward the Black) did have some use as this crew of murderous scum treated Baggs with some respect. He found out he had a knack talking with the crew and he became well liked by most of them. Several years later he was a full member of the crew and would fight with the rest to get his share of the spoils. It was just a few years later though when Bagg’s luck went sour.
*
The mist was thick, you could taste the salt water in the night air. It was a night for killing, a night for mutiny Baggs thought. “What say ye lads, ye ready to get even with the skipper for what e dun to us?” Captain Velos was a cruel taskmaster. We had been raiding the coast for months with little luck and the boys were done with him. His bad luck had cost us several of the mates, including me good friend, Gibly when we attached a schooner that was particularly well defended and they fought us off.
*
After Baggs got agreement from the lads they went up to Velos’ cabin and barged in. Velos stood there half naked about to enjoy his slave girl. He turned to us looking uncertain, “What you boys about? Get back to your stations before I have Hemar give you some lashes.” Hemar lay in his bunk with his throat slashed, I had already taken care of him. Hemar enjoyed his first mates position and particularly the whip a little too much. “I’m afraid Capin that Hemar won’t be handing out any more lashes or any more of ye orders. Your time is up, get im boys.”
*
We grabbed Velos, took him to the deck and threw him into the water. “To the sharks with ye Capin! Well boys, things are about to look up me thinks.” After a quick vote, I was named Captain of the Shrew, the 3rd since I had boarded her those 6 years ago. My first order solidified my position, “The Capin’s girl is to be shared among the crew tonight boys!” I was young, probably too young to be Captain but there was no one else who was as popular to oppose me, especially after that order. “Now none of ye be breakin the girl or else I’ll ave your guts, ye hears me?” We would need to head to port to get more men, the crew was light. We changed course that night for port in the Shackles. Our luck in fact did not look up though, in fact it was about to go very bad. I would be the Captain with the shortest length of service ever for the Shrew.
*
That morning we were ourselves attacked by a pirate frigate. As the ship was boarded I knew we were finished. The Silver Sword was a known pirate ship with an experienced and larger crew that made short work of most of the boys. Smart enough to know we were done for I dived overboard with a barrel and swam away as me mates were brought to their end. It was shear luck that a vessel, the Sassy Lady, would run across me in the water almost a week later. Barely alive, but mostly intact I began my journey with that ship going were it would take me, which happened to be Port Peril. He ends up at the Formidably Maid down on his luck and with little coin in his pocket. He figures he can find work on another ship and start again here!
Personality – Baggs is a sociable sort that uses people to get what he wants. He is not above doing anything needed to get it done. He is loyal to those who becomes his friends, but he is not foolish enough to throw his life away on a hopeless cause though. He is also very opportunistic.
Class – Rogue
Traits:
Buccaneer Blood
Fortified Drinker (Cayden Cailean):

Sovereign Court

Bugger I was going to pitch a fighter. Lore Warden, to be precise, but depends on allowed books etc.


Baggs seems more rogue than fighter?

Plenty of ideas aquatic druid, sea witch, zen archer monk, oracle of waves.

Oooh shark riding cavalier. "I call him Sharky!"


hp 44/44; AC 17; Init +5 Male Elf Wizard (Evoker) 7

Okay. Thread up. Time to give Dan back his thread. Move all further comments to Shipmaster Dave's Skull and Shackles.


DM Dan E wrote:
Baggs seems more rogue than fighter?

Doesn't help, since I was pitching a rogue, albeit one without any fighter levels. ;P

Suppose that she could go bard. Except that I really hate running bards.

Btw, Grall, your tag line still says Barbarian 5....


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

awwwwww, Grall really liked 5th level...sad to see it go :)

701 to 750 of 1,481 << first < prev | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / DM Dan E's Legacy of Fire OOC Thread All Messageboards

Want to post a reply? Sign in.