DM Raltus Demon Slaying (Inactive)

Game Master Raltus

Book 2 Maps l Gear Spread sheet l Hand outs


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Human Paladin 3

Champion

Fighter Leveling(doing first)

HP +10+2+1 =13
Skills
+1 Perception/Swim/Ride
Background Skills
+1 Handle Animal
+1 Know-Geography
+1 Bab
+1 Fort/Ref/Will
+1 Bravery
New Feat:Rapid Reload


Don Guy wrote:

Champion

Fighter Leveling(doing first)

HP +10+2+1 =13
Skills
+1 Perception/Swim/Ride
Background Skills
+1 Handle Animal
+1 Know-Geography
+1 Bab
+1 Fort/Ref/Will
+1 Bravery
New Feat:Rapid Reload

For the Repeating crossbow right?


Human Paladin 3

Yes. So I can slap in the bolt belts even quicker. :)


Ratfolk Crafter 6 (HP 63)

Path = Archmage
Path Power Thingy = Wild Arcana
Tier 1 Ability = Crafting Mastery
Tier 1 Feat = I am not sure. Either dual path, mythic spell lore, or mythic crafter


Human Paladin 3

Path=Champion
Hard to Kill
Surge 5/Day +1d6
Bonus HP +5
Champions Strike:Distant Barrage
As a swift action, you can expend one use of mythic power to make a ranged attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making this attack, ignore the target’s cover and concealment other than total cover, and add your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Tier 1 Ability:Punishing Blow
Any opponent you hit with a melee or ranged attack loses the benefits of regeneration and fast healing for 1 round. In addition, if you score a critical hit against the target, it loses the benefit of its damage reduction for 1 round. A creature whose regeneration can’t be suppressed or ignored (such as the tarrasque) is immune to this effect.
Mythic Feat:Point Blank Shot
Benefit: The bonus on attack and damage rolls granted by Point-Blank Shot increases to +2. As a swift action, you can expend one use of mythic power to gain an additional bonus on these rolls equal to half your tier.


Male half-elf unchained monk 6 Mythic 1; HP 64/92; Init +4; low-light vision; AC 18, touch 17, flat-footed 14; Fort +6, Ref +9, Will +4; +2 vs. enchantments; Perception +13

Not quite sure how to add a Mythic rank in herolab. It says that I need to have a mythic path which in turn I also do not know how to do in herolab. Any thought?


Do you own the Mythic book for Hero Lab? If so when you can choose what add ons from the books you own you just have to fidn Mythic Adventures.

Did you pick one of the Campaign traits?

Mythic will be a tab at the top probably just after Monk. Click it then pick a path.

Silver Crusade

Male Aasimar - Azata Blooded Paladin (Divine Hunter) 7/Marshall 2 of Erastil and Iomedae HP:91/91, AC 22, Touch 16 flat-footed 16: CMD 24, Perception +11 w/Darkvision: Fort +11, Ref +13, Will +8 (Immune to Disease and Fear, Resist Acid, Cold and Electricity 5)

Yep. What DM Raltus said. a tab called "Mythic" right after your class tab. You have to choose the path before the rest of the options populate. And of course you have to own the content for Mythic to be a option in your configurations under "Configure Hero" pull down.

Azrael levels to 6th level Paladin.

He gains 10+1 (con) hit points. His favored class bonus goes into skill.
He gains +1 BAB and all 3 of his saves increase by 1.
He gains no new spell slots. :(
He gains the distance Mercy ability. He can now lay on hands and use his Mercy ability to remove fatigue up to 30 feet away.
He gains 4 skill points and in increases Disable Devise, Perception, Knowledge Religion, and Diplomacy. His Handle Animal and Perform Oratory also increase.

Mythic Tier 1: Marshall
5 points/day
Bonus Hit Points: 4
Hard to Kill
Surge 1d6

Path Abilities: Additional Orders

Marshall Order: Decisive Strike: Swift Action to have an ally within 30' make a single melee or ranged attack on my turn at +1 (My tier) to attack. Any damage bypasses all DR.

Marshall Order: Rally: Swift action to grant all allies within 30' the option to re-roll any one d20. Must be used before the beginning of my next turn.

Mythic Feat; Rapid Shot (Mythic) - when you use Rapid Shot either ignore the -2 penalty or take an extra shot.

Silver Crusade

Male Aasimar - Azata Blooded Paladin (Divine Hunter) 7/Marshall 2 of Erastil and Iomedae HP:91/91, AC 22, Touch 16 flat-footed 16: CMD 24, Perception +11 w/Darkvision: Fort +11, Ref +13, Will +8 (Immune to Disease and Fear, Resist Acid, Cold and Electricity 5)

Hmm. Looking more closely at this Mythic stuff I might need Duel Path to also get Champion. If I do that which of the two Marshal Orders are more valuable to the group? Having Lynn strike again at a critical time sounds great, but giving everyone a reroll for one turn to help hit or make a save also sounds great. Which is better?


Ratfolk Crafter 6 (HP 63)

Just to remind everyone, Tink is built as a crafter


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13
Tink_ wrote:
Just to remind everyone, Tink is built as a crater

Explosion-crater?


Human Paladin 3

He makes all those boxes for video games?


Ratfolk Crafter 6 (HP 63)

Har har
Edited to fix


haha nice, Mind you tink could be a craft but have some awesome utility spells like that grasping one


Ratfolk Crafter 6 (HP 63)

Black Tentacles?


Male half-elf unchained monk 6 Mythic 1; HP 64/92; Init +4; low-light vision; AC 18, touch 17, flat-footed 14; Fort +6, Ref +9, Will +4; +2 vs. enchantments; Perception +13

Level up:

6 Level Monk
+12 HP
+1 Acrobatics, Climb, Perception, Stealth, Swim, Handle Animal, Know History
Ki Power: Qinggong Power: Feather Step
Bonus Feat: Improved Disarm

1 Level Mythic Guardian
Guardians Call: Sudden Block
Path Ability: Fast healing 5
Mythic feat: Mythic Paragon

So my Campaign trait says that my Path is Trickster. But I took the Guardian Path cos i thought it would fit better. Is that alright?


Human Paladin 3

Cool


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13
Azrael* wrote:
Hmm. Looking more closely at this Mythic stuff I might need Duel Path to also get Champion. If I do that which of the two Marshal Orders are more valuable to the group? Having Lynn strike again at a critical time sounds great, but giving everyone a reroll for one turn to help hit or make a save also sounds great. Which is better?

Both are nice. But the one with the rerolls is always a gambit. When all roll good, it's wasted. The other one has an immediate effect if you think one enemy should die now rather than later. But with iteratives and multiple attacks (rapid shot) the reroll becomes better.


Ratfolk Crafter 6 (HP 63)

I want to point out that loose cash seems to be a bit rare...
How viable is selling off unwanted loot at the moment?

We may also want to update the gear loot list with our current owned goods so we can tell who has what money wise.


Yes you can choose any path you want the traits are just suggesting ones that make sense to the idea of the trait.

Yes there really isn't much loose cash and selling stuff is a viable option since The City will need all it can get to rebuild. Make a list and I will go over it.


RUINS OF KENABRES
LG large ruined city
Corruption +2; Crime –3; Economy –3; Law +6; Lore +2;
Society –3
Qualities insular, racially intolerant (tieflings), strategic
location, tenacious, war-torn
Disadvantage devastated
Danger +20
DEMOGRAPHICS
Government overlord
Population 6,520 (6,061 humans, 312 halflings, 66 half-elves,
81 other)
Notable NPCs
Queen Galfrey (LG female human paladin 15)
Captain Irabeth Tirabade (LG female half-orc paladin 5)
Master Quednys Orlun (LG old male human wizard 6)
MARKETPLACE
Base Value 4,400 gp; Purchase Limit 10,000 gp; Spellcasting 4th
Minor Items +1 halberd, ring of minor fire resistance, ring
of sustenance, scroll of raise dead, scroll of restoration;
Medium Items lesser rod of maximize metamagic, stone of
good luck, wand of cure serious wounds (48 charges)
NOTES
Devastated The demonic attack on Kenabres has devastated
the city—nearly half its population (including all of its
powerful leaders) perished and many of its buildings,
including two of its most iconic structures (the Cathedral of
Saint Clydwell and the Kite) have been destroyed. (Economy
–6, Society –4, increase Danger by +10, reduce base value
and purchase limit by 60%, reduce Spellcasting by 3 levels,
available magic items reduced in number to Village level.)
Government Kenabres is currently without leadership. For
now, Queen Galfrey has assumed control of the city as a
benevolent overlord—once she has it under control and
has ensured there’s a new lord to replace Hulrun, the city’s
government returns to Autocracy.
Tenacious Kenabres refuses to be beaten; despite its
devastation, it continues to be a bastion of law and
goodness. (Corruption –2; Crime –2.)
War-Torn Kenabres has been fighting against the Worldwound
for over a century, and this protracted war has affected its
economy. (Increase base value by 10%; decrease purchase
limit by 20%.)
A Visit with the

Silver Crusade

Male Aasimar - Azata Blooded Paladin (Divine Hunter) 7/Marshall 2 of Erastil and Iomedae HP:91/91, AC 22, Touch 16 flat-footed 16: CMD 24, Perception +11 w/Darkvision: Fort +11, Ref +13, Will +8 (Immune to Disease and Fear, Resist Acid, Cold and Electricity 5)

Is there an updated loot spreadsheet? I think the next thing we need to do is sort out and either claim or sell all the loot and see how much cash we have. Since Tink is a crafter it would be a shame not to keep him busy.

One option, if cash allows, would be for Tink to craft more +2 cloaks so everyone who needs one gets one.


Human Paladin 3

Yea, I have lost track of what we all have. :p Hopefully once we can get some teleportation going we can start selling and buying

Silver Crusade

Male Aasimar - Azata Blooded Paladin (Divine Hunter) 7/Marshall 2 of Erastil and Iomedae HP:91/91, AC 22, Touch 16 flat-footed 16: CMD 24, Perception +11 w/Darkvision: Fort +11, Ref +13, Will +8 (Immune to Disease and Fear, Resist Acid, Cold and Electricity 5)

Well for now we can sell here I believe. Is someone in charge of the loot sheet? Do I need to go back and record all the loot found since I joined?


I think don keeps putting it on the discussion page after I have put it up, I don't have time right now since we are changing books and I am trying to get that stuff prepped


Human Paladin 3

three cold iron longswords, two cold iron shortswords, two
heavy crossbows, a composite longbow (+2 Str), a masterwork
cold iron heavy mace, two cold iron longspears, 50 cold iron
crossbow bolts, 100 cold iron arrows, a +1 longsword, 5 +1 holy
arrows, and an arrow of evil outsider slaying.
The armor dummies hold two sets of masterwork
chainmail and a +1 breastplate emblazoned with Iomedae’s
holy symbol.

Silver Crusade

Male Aasimar - Azata Blooded Paladin (Divine Hunter) 7/Marshall 2 of Erastil and Iomedae HP:91/91, AC 22, Touch 16 flat-footed 16: CMD 24, Perception +11 w/Darkvision: Fort +11, Ref +13, Will +8 (Immune to Disease and Fear, Resist Acid, Cold and Electricity 5)

From that list Azrael has already claimed all the arrows.


Human Paladin 3

three cold iron longswords
two cold iron shortswords
two heavy crossbows
composite longbow (+2 Str)
masterwork cold iron heavy mace
two cold iron longspears
50 cold iron crossbow bolts
100 cold iron arrows,(Azreal)
+1 longsword
5 +1 holy arrows (Azreal)
arrow of evil outsider slaying. (Azreal)
two sets of masterwork chainmail
+1 breastplate emblazoned with Iomedae’s
holy symbol.


Ratfolk Crafter 6 (HP 63)

There was also a bunch of stuff elsewhere wasn't there? The minotaur's stuff. All the stuff on the corpses.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

That mw cold iron heavy mace also changed the owner already.


Human Paladin 3

Honestly I am fuzzy on stuff and haven't had the time to go back through the list.

Don would like his Earthbreaker enchanted to +1 and the +1 Breastplate

Rapid deploying crossbows on the wagon so say Tink can snipe from it?


Ratfolk Crafter 6 (HP 63)

Are we making a battle cart?

The game has been going long enough that I feel I should ask if you guys are happy with Tink's contributions so far?
Are you happy with him dropping the occasional buff spell and generally staying out of combat, or would you prefer me to take a roll in doing more debuff and control?

Don, it might be easier to go fight by fight and tally the stuff. We explored every room, and defeated all foes, which means we will have all the stuff from the whole keep.

I will see if I can help this afternoon.


Human Paladin 3

I'm not stopping until it is admantine plated, flying with razor spinning wheels and a rapid fire Repeating crossbow and magic missile/fireball wands stripped together.

Or maybe something that shoots shurikens and lightning. Lightning shurikens!

Get Steelgate a giant bow like those castle archers from Dark Souls that shoot tree trunk sized arrows.


Ratfolk Crafter 6 (HP 63)

Once I have the levels I can literally make SteelGate huge, and then we can build the cart onto SteelGate!


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

I would like it very much if we keep the cart as cart. Once we are heroes of unmatched power, destroying demon lords and such, we would still throw the loot on that shaggy cart. It will probably fly and have a lot of magic improvements to make it come along on its own. But the basic chassis still the same that fell into the darkness as the earth opened.


Ratfolk Crafter 6 (HP 63)

I actually really like that
This humble tinkers cart

We can use mythic floating disk to get it to do most of it, we need to find a druid to cast ironwood on it to make it a bit harder to break, and I need to build an emergency force sphere into it.

With that it should be what we need.

In terms of making the magic item that does this
Floating disk continuous 2000 gp
Ironwood continuous is prohibative
Emergency force sphere once per day use activated 7*4*2000*4/5 = 44800 gp

Total cost = 2000 * 1.5 + 44800 = 47800 gp for our emergency force sphere super cart.

There has to be a better way to do this.
Animate object might be the option.
But wait, for some bizarre reason Animate Object is not on the wizard list.

But wait, animate objects has an alternate section on using craft construct to create animated objects.

Alternate Construction Rules:

Source Pathfinder 43: Haunting of Harrowstone. All abilities presented below are from this source.

Magic-users can create permanent animated objects in one of two ways, either by using the animate objects spell in conjunction with permanency, or by making use of the Craft Construct feat. Using the Craft Construct feat requires the creator to construct or purchase the object he wishes to animate. He must then spend an amount of gold on reagents—to determine the amount, add the animated object’s HD to its CP, and multiple the total by 1,000. The creator must be of a caster level equal to or higher than the animated object’s Hit Dice.

CL varies (equal to the animated object’s HD); Price varies (cost of object + [(animated object’s HD + CP) × 1,000])


So our price to animate it to be able to follow us is now rather cheap.

There is also this bit from Ultimate Magic "a construct's price is equal to its challenge rating squared, then multiplied by 500 gp"
A medium construct is cr 3 so costs 4500 GP or half that to craft.
A large animated object costs 6,250 gp to craft.
We can give the cart DR for free with this.

If we use the animated object variant rules we get a cost of (HD = 4 + cp = 3 = 8) 7000 to buy, or 3500 to make.

So depending on which system we use we can make the cart an animated object for relatively little.

Considering we aren't going to be using it in combat at all, I think using the cheaper option would be fair.

If we do use the cheaper system, we could animate it as a huge animated object for 5500 cost and it would have 30 Str, or enough to carry all the things.


Ant Haul

I would say you could also make this spell permanent on it as well and triple your capacity. You could turn it into a dump truck basically.


Tink and I are going to attempt the new crafting system in Unchained.

Cloak of resistance +2 (CL 6)

Mystical Preparation: 15 + Item's caster Level

So Tink you need to beat a DC of 21 to prep the vessel.

New Rules Part 1:

PREPARE THE VESSEL
You must create or prepare an item to handle the magic you
intend to instill within it.
TASKS

Forge a New Vessel Craft (item’s type) DC 15 + item’s caster level

Mystical Preparations Spellcraft DC 15 + item’s caster level
RESULTS

Critical Success You have a superlative and efficient vessel. Set
the base cost at 75% of the market price, and set the item’s
creation time to 1 day per 2,000 gp of the item’s market price.

Success You have a satisfactory vessel. Set the base cost at
85% of the market price, and set the item’s creation time to
1 day per 1,000 gp of the item’s market price.

Failure You have a flawed vessel. Set the base cost at 100%
of the market price, set the item’s creation time to 1 day
per 500 gp of the item’s market price, and add one flaw.

Critical Failure The vessel is destroyed.

New Rules Part 2:

COMPLETE THE ITEM
You put the finishing touches on the item.
TASKS

Improvise Use Magic Device DC 15 + item’s caster level

Provide the Requirements Meet all the item’s prerequisites

RESULTS

Critical Success You complete the item with a masterful
flourish. Reduce the item’s cost by 10%.

Success You have completed the item.

Failure The item is destroyed.

Critical Failure —


Human Paladin 3

Awesome!


So In Theory

Spell Craft +Arcane Builder: 1d20 + 13 + 4 ⇒ (13) + 13 + 4 = 30

I would say that is a Crit success so 75% of the cost and he builds it 25% faster.

Cloak of Resistance cost 4000g - 75% = 3000g

Tink can Craft 2000g a day or 2500g since he can do it 20% faster, so in 1.25 days he can make the cloak.


Ratfolk Crafter 6 (HP 63)

On my phone right now. Let me get home and I will post dice rolls.


Ratfolk Crafter 6 (HP 63)

Well the crit success is succeeding at both tasks for the challenge.
A crit success requires 2 people


Ratfolk Crafter 6 (HP 63)

We also need to figure out how cooperative crafting ties into this if at all


Ratfolk Crafter 6 (HP 63)

Also, 20% faster would be 2400 not 2500.
We also need to take my 5% reduction from my trait into consideration.

Also there is another challenge between the start and finish checks.


Ratfolk Crafter 6 (HP 63)

But arcane builder makes me 25% faster not 20. So that works out to 2500


haha Yes I wasn't going to put in another challenge I was just doing it as an example, you can use my roll if you would like.

We can use this once since it Kinda makes sense.

REAGENT SHORTAGE
You suddenly realize that you don’t have enough stock of an
important ingredient.
TASKS
Improvise a Substitution Craft (alchemy) DC 30
Search for More Survival DC 25
RESULTS
Critical Success Amazing combination. –5% cost, 1 perk.
Success Sufficient components. No adjustment.
Failure Missing component. +10% cost.
Critical Failure Terrible mix. +5% cost, 1 flaw.

Craft Alchemy: 1d20 + 12 ⇒ (1) + 12 = 13

So since Tink failed misserably there he would incur +5 cost, off set by his trait and 1 flaw.

Flaw: 1d100 ⇒ 46

Gluttonous: The bearer must gorge upon 10 times as
much food as normal or suffer the effects of starvation,
ignoring effects that reduce the amount of food required
(such as ring of sustenance).


Ratfolk Crafter 6 (HP 63)

I fear you may be misunderstanding the way the crit success, success, fail, and crit fail work

Attempting Challenges:

Each challenge presents two tasks. One creator can choose a single task to attempt, or two creators can each choose to do a different task. This choice of tasks to attempt must be made before rolling any associated checks. Creators can't take 10 or 20 (even with bardic knowledge or skill mastery) or benefit from aid another on item creation tasks.

Some tasks don't require checks, but present other conditions for success. If a creator takes on such a task, it must be completed before attempting a task that involves a check.

If the creators decide to attempt both tasks for a given challenge, each task must be attempted by a different creator. For instance, when faced with a sesquipedalian elucidation challenge, a wizard might pull out his dictionary and attempt a Linguistics check, while a rogue might choose to make up her own big words and attempt a Use Magic Device check. The number of tasks attempted and their success or failure determines the outcome of the challenge, as detailed below.

One Task Attempted: Met DC = Success, Otherwise Fail
2 Tasks Attempted : Met both DC's = Crit Success
Met 1 and failed other by less that 5 = success
Met 1 and failed other by more than 5 = fail
Fail both = crit fail


Ok so you got a success on the crafting of the Housings.
You failed the Challenege.

So you failed at making the cloak?


Ratfolk Crafter 6 (HP 63)

Now each challenge has a specefic failure result.
The one we did has a failure result of "Failure Missing component. +10% cost."

That means we continue to the final step but add 10% to the cost


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

"Spare me the magic mumbo jumbo, when can I get a cloak?" ;)

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