DM Feral's Player's Choice (Inactive)

Game Master Feral

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You might want to consider a style feat.

Dragon Style is really nice even if only for the charging through allies/difficult terrain portion.


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Eh, they all require IUS...


Bah.

Anything in the ACG look fun?


Male Gnome Cleric 12 | HP 86/86 | AC 19 | T 11 | FF 19 | CMD 16 | Fort +12 | Ref +7 | Will +17 | Init +4 | Perc +6 | Sense Motive +20

So my plan for the inconsiderate dwarf is to shield other and then heal from that. I'll probably buy a riding dog and then when the hope crusher kills it, just buy another, since they are pretty cheap. All my options with "flying" mounts are expensive and just as fragile...

I have a couple of ideas for spells and maybe I'll get a rod to reach spells, so I can send a spell out to someone. I am pretty sure my DC are better on actual healing spells.


Stoneskin and Shield Other are good not-healing healing options.


Male Gnome Cleric 12 | HP 86/86 | AC 19 | T 11 | FF 19 | CMD 16 | Fort +12 | Ref +7 | Will +17 | Init +4 | Perc +6 | Sense Motive +20

I don't want him to think he's special or something. Maybe if I let him die, he'll learn to get hit less?


Starting folks off with a chunk of temps is another good not-healing options.


Male Gnome Cleric 12 | HP 86/86 | AC 19 | T 11 | FF 19 | CMD 16 | Fort +12 | Ref +7 | Will +17 | Init +4 | Perc +6 | Sense Motive +20

Like false life?


False Life is personal and not a cleric spell but Aid comes to mind.


Telekinetic Fist: 8/8|Male Elf Wizard (Transmuter) 12|HP: 50/55|AC: 13/13/10|Saves: Fort +5, Ref +7, Will +8|Init: +5|Perc: +2

Level Up Summary

+5 HP +1 Favoured Class Bonus = 6 HP

+2 Spells

6th Level Spells Unlocked!
--Mass Bull's Strength
--Summon Monster VI

+7 Skill Ranks
--1 Craft (Armour)
--1 Craft (Weapons)
--1 Knowledge (Arcana)
--1 Knowledge (Local)
--1 Knowledge (Planes)
--1 Knowledge (Nature)
--1 Spellcraft


Male Gnome Cleric 12 | HP 86/86 | AC 19 | T 11 | FF 19 | CMD 16 | Fort +12 | Ref +7 | Will +17 | Init +4 | Perc +6 | Sense Motive +20

Ensu is done, I am thinking that Improved initiative is wasted, may need to swap that out.

Siolad, you may want to check the group's enhancement to Strength to see if that's a spell you may not use. Personal experience and all..


Telekinetic Fist: 8/8|Male Elf Wizard (Transmuter) 12|HP: 50/55|AC: 13/13/10|Saves: Fort +5, Ref +7, Will +8|Init: +5|Perc: +2

Alright, switching out Mass Bull's Strength for something else.

How about Mass Cat's Grace instead?


There’s going to be a bit of overlap no matter what you do.

Any of the physical stats will benefit the party. Strength/Dex are probably the best bets.


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

Feral, what don't you like about the swashbuckler? That seems like something that'd fit Jessamy, but I haven't really delved into it yet (OTOH, I just made up a 7th-level slayer for a project, and man that's just not a very exciting class).

I just feel like rogue's starting to get some diminishing returns at this point, but not sure where to go. Thinking maybe magus, but I'm not sure how useful it'll be to switch to a spellcasting class this late in the game...


Swashbuckler is a good example of what gamers come up with when you design by committee. It's a combination of powerful class features with little to no opportunity cost. Swashbucklers get dex to damage, level to damage, weapon training, weapon specialization, and parry. Crane style was finally neutered for a reason - it was broken. Barring extreme optimization, it outclasses all other melee classes by leaps and bounds.

I'm not opposed to Jessamy multiclassing (though I don't like magus either). If you're really in love with swashbuckler, I'll take a look and figure out what to prune. Is there anything in particular that's got your interest?


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

Mostly I'm just looking for something different. I feel like my options have been pretty maxed out -- I can keep making my sneak attack tougher and make it so she and Pirknok are even more deadly together, but combat's not that exciting with her. I get in close and go to town. It may be that she's just sort of at dead levels -- unlike casters that get new spells, she's not really getting new options.

The panache seems like something that would fit the character (though parry's not really the best mechanic for PBP, as typically the roll is made at the exact same time as the declaration of attack) but I'm also willing to look in other directions. A couple more levels of rogue really increase her lethality, I think (adding in opportunist).


That’s kind of the nature of martial characters in high level play. =)

Have you considered ranger or gunslinger? The party could use some nonspell-based ranged firepower. Some of the slayer archetypes are pretty cool.


Telekinetic Fist: 8/8|Male Elf Wizard (Transmuter) 12|HP: 50/55|AC: 13/13/10|Saves: Fort +5, Ref +7, Will +8|Init: +5|Perc: +2

I'm wondering--if you're putting the Gunslinger class on the table, what's the tech level you're going for?


Male Gnome Cleric 12 | HP 86/86 | AC 19 | T 11 | FF 19 | CMD 16 | Fort +12 | Ref +7 | Will +17 | Init +4 | Perc +6 | Sense Motive +20

I am going to go rogue....wait, I meant I am going rogue.


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

I could do ranger, but didn't want to tread on Ventus' toes. I considered gunslinger, but it seemed more techy than I thought the general feel of the campaign was. At this point, I think I'll probably just keep going rogue. Let's play it out and see what she can do at the end.


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Don't know if it helps, but I'm playing a level 16 rogue in RotRL in my live group and having a lot of fun.


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

OK, Jessamy's updated with another level of rogue. I gave her Extra Rogue Talent: opportunist, which should give her even more attacks. I also assumed we'd have enough time for her to process the Tome of War item, and added Gang Up, which means she's now considered flanking if two opponents are threatening a foe, even if she's not actually flanking it (so she, Pirknok and Ventus can all stand in front of a bad guy as far as she's concerned).


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Dorfy's all leveled.

How'd you get two feats, Jess?


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

I have that Tome of War that gave a bonus feat I'd been holding onto since I accidentally read it wrong. I figure I've probably spent enough time reading it that it's taken effect.


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Ah, right.


Male Human (Chelaxian roots) Ranger 11 [ HP: 28/91 | AC: 25 T: 14 FF: 22 CMD: 26 | F: +11 R: +16 W: +8 | Init: +5 Perc: +14 (G: +16) (U: +18) (Giants: +18) | Hunter's Tricks: 5/5 |]

Ventus and Beaks have been good to go for a while now.


Male Gnome Cleric 12 | HP 86/86 | AC 19 | T 11 | FF 19 | CMD 16 | Fort +12 | Ref +7 | Will +17 | Init +4 | Perc +6 | Sense Motive +20

What are these tattoos and tabards about? I am a lost rogue


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Really busy with work today, and need to figure out what happens to Dorfy over the next monthish for my post.


Early on the party had the option to join Krojun in a ceremony to commune with their totem spirits. Those that did got tattoos to commemorate the event. These tattoos have grown with them.

After the goblin attack during the Swallowtail festival the party was given tabards marking them as officers within the Sandpoint militia. Ensu’s functioned as a lesser metamagic rod of merciful spell.


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Ensu also got a prezint from Brodert, didn't he?

New-Ensu might not know about that, and I don't remember what it was at the moment.


Male Gnome Cleric 12 | HP 86/86 | AC 19 | T 11 | FF 19 | CMD 16 | Fort +12 | Ref +7 | Will +17 | Init +4 | Perc +6 | Sense Motive +20

Could i switch the tabard up some? I was thinking reach. So I could get my touch spells to close, meaning 25 + 5/level. So I can cover a lot of the battlefield with some healing spells and/or some buff spells.

I probably should read back but I don't want to spoil, since I am in a game for Rise that is slowly..and I mean 1 year for the first few days...slow.


You can't change the first upgrade but you're welcome to use this upgrade for reach spell.


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

Did Jessamy get a tabard? Wasn't sure if that was retconned in somewhere, so I don't recall it. (It's fine, if not.)

Who wants the +1 stat book?

Also, I'm guessing we don't want the dwarf-bane pick or the heavy pick. They should be 26,000 gp total, so 13,000 if we sell 'em.

I assume we've got some more stuff that we could probably sell and split up between us, since I'd probably like to get Jessamy some more magical gear.


Jess didn’t have one before but she can have one now (with the properties being offered).

I haven’t been tracking loot. I track loot in almost every other game I’m involved in. Someone else is going to have to be responsible for it here. There has been quite a bit of loot since the last time it’s been split.


Male Human (Chelaxian roots) Ranger 11 [ HP: 28/91 | AC: 25 T: 14 FF: 22 CMD: 26 | F: +11 R: +16 W: +8 | Init: +5 Perc: +14 (G: +16) (U: +18) (Giants: +18) | Hunter's Tricks: 5/5 |]

Does anyone remember the last time we compiled loot? I think it was just before going to Magnimar. I'll do the foot work tomorrow.


Male Human (Chelaxian roots) Ranger 11 [ HP: 28/91 | AC: 25 T: 14 FF: 22 CMD: 26 | F: +11 R: +16 W: +8 | Init: +5 Perc: +14 (G: +16) (U: +18) (Giants: +18) | Hunter's Tricks: 5/5 |]

Going to be out of touch this weekend. Should be back by Monday at the latest.


I suppose Ventus never finished up the loot. =/


Male Meat Popsicle Feng Shui Failure 7 / Rogue 6 / Dabbler 12

Sorry, I'll handle that now.


Male Human (Chelaxian roots) Ranger 11 [ HP: 28/91 | AC: 25 T: 14 FF: 22 CMD: 26 | F: +11 R: +16 W: +8 | Init: +5 Perc: +14 (G: +16) (U: +18) (Giants: +18) | Hunter's Tricks: 5/5 |]

Mill Fight:
- 3 ornate Daggers
- 9 vials of Insanity Venom
- 1500 gp

Clock Tower:
- Well Made Hilt: http://paizo.com/campaigns/DMFeralsPlayersChoice/gameplay&page=80#3972
- Mstwrk Bow
- Mstwrk Rapier
- 14000 gp

Fort Rannick:
- Cache of Gems after the ghosts: http://paizo.com/campaigns/DMFeralsPlayersChoice/gameplay&page=90#4489
- Scroll of Deathward,
- Scroll of Strong Jaw,
- Scroll of Mass Cure Light Wounds,
- Wand of Fireball [10 charges].
- Restorative Ointment [five charges]
- Wand of Stone Call (22 Charges)
- Sundry Items, unidentified: http://paizo.com/campaigns/DMFeralsPlayersChoice/gameplay&page=96#4762

Skull's Crossing:
- Phylactery of Positive Channeling
- Scroll of mass cure light wounds
- Scroll of remove blindness
- 1200 gp

Hook Mountain:
- +2 bashing light fortification heavy steel shield
- Unstrung bow, Cape of glittering stars, fine blade without a hilt: http://paizo.com/campaigns/DMFeralsPlayersChoice/gameplay&page=116#5779

Shimmerglenns:
- Guardian Gorget in the form of a Mithral Pendant inscribed with a rose

Siege of Sandpoint:
- +1 dwarf bane heavy pick
- +2 heavy pick
- 10000 gp
- +1 Stat book


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

Thanks, Ventus!

I'd say we need to identify the things we haven't yet done (Siolad? Ensu?).

We have a hilt and a fine blade ... maybe combine them and see what happens?

Other than that, only identified thing Jessamy could really see using is the guardian gorget, though if anyone else wants it, that's certainly fine.


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

We should probably talk about how we want to do loot distribution - do we want to just give people what they want and not worry about being even? Do we want to do wealth audits each level (or other appropriate interval), and try to keep everyone relatively even? Do we want to keep meticulous track of who takes what from the loot (zero-sum or other method of distribution)?

Thoughts?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

My general feeling is I like just giving people what they want, and assuming everyone's going to use it for the general welfare of the party, but it can lead to unbalance.

Other ways I've seen that I like is figure out the total value of everything and split it in five (or six if we want a party fund), then just subtract the value of every claimed item from that person's share...

I'm not a big fan of auditing for each level for splitting wealth purposes, though I know as a GM it can be helpful to see if I need to give out more stuff...


Male Human (Chelaxian roots) Ranger 11 [ HP: 28/91 | AC: 25 T: 14 FF: 22 CMD: 26 | F: +11 R: +16 W: +8 | Init: +5 Perc: +14 (G: +16) (U: +18) (Giants: +18) | Hunter's Tricks: 5/5 |]

I'm usually only concerned about gold distribution and liquidated items specific items should go to who wants or needs them.


Male Gnome Cleric 12 | HP 86/86 | AC 19 | T 11 | FF 19 | CMD 16 | Fort +12 | Ref +7 | Will +17 | Init +4 | Perc +6 | Sense Motive +20

I see the benefit of the balance, I know from first hand experience it hurts when you get the big drop though! My wizard got the staff of the dark flame, and while totally badass and awesome, it's taken me quite a while to dig out of the hole it caused.

I don't have a real desire for anything in the list, although I don't go back very far. And I don't need much except for a mount of some sort and a way to get around the battlefield faster.

Do we want to dump the wands and scrolls into party fund and use them when we need? Might make Siolad's day a little longer if he has a couple of fireballs. although..he might not need them.

I'll leave the decision up to the more veteran party members since my vote doesn't apply to much right now and I am fine with whatever we do.


Telekinetic Fist: 8/8|Male Elf Wizard (Transmuter) 12|HP: 50/55|AC: 13/13/10|Saves: Fort +5, Ref +7, Will +8|Init: +5|Perc: +2

The fireball wand appeals to me, but then again I don't know if my vote counts for much, considering I wasn't around for that adventure.


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

Considering you're the only person who can use the fireball wand (I think), it only makes sense for you to have it. Since you're going to use it for the party's general benefit, you absolutely should have it.

It sounds like we're all basically on the same page -- I'd say everyone call out what you want and then we'll divide the rest.


Poke.


Male Human (Chelaxian roots) Ranger 11 [ HP: 28/91 | AC: 25 T: 14 FF: 22 CMD: 26 | F: +11 R: +16 W: +8 | Init: +5 Perc: +14 (G: +16) (U: +18) (Giants: +18) | Hunter's Tricks: 5/5 |]

Liquidation:
- +1 dwarf bane heavy pick
- +2 heavy pick
- Wand of Stone Call (22 Charges)
- Scroll of Deathward,
- Scroll of Strong Jaw,
- Mstwrk Bow
- Mstwrk Rapier
- 3 ornate (mstwrk?) Daggers
- 9 vials of Insanity Venom


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12
Adventus Artemidorus wrote:

Liquidation:

- +1 dwarf bane heavy pick
- +2 heavy pick
- Wand of Stone Call (22 Charges)
- Scroll of Deathward,
- Scroll of Strong Jaw,
- Mstwrk Bow
- Mstwrk Rapier
- 3 ornate (mstwrk?) Daggers
- 9 vials of Insanity Venom

So that's:

8,000 gp
8,000 gp
1,980 gp (though should we have Ventus/Siolad keep the wand? Could be useful at some point)
700 gp (though again, I'd say have Ensu just hold on to it)
1,000 gp (though Ventus could hold on to it)
300
300
900??
Not sure what insanity venom is. Insanity mist is 1,500 gp a dose...

Also need a spellcaster to try to ID some of the items we don't know.


Telekinetic Fist: 8/8|Male Elf Wizard (Transmuter) 12|HP: 50/55|AC: 13/13/10|Saves: Fort +5, Ref +7, Will +8|Init: +5|Perc: +2

So, how many Spellcraft rolls do I need to make for your unidentified items?

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