DM Raltus Demon Slaying (Inactive)

Game Master Raltus

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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
Azrael* wrote:
Iko, do you know that with your build Weapon Finesse would give you +3 to hit? And as you dex increases that will go up even more.

I hadn't considered that actually. Not that I do much, I'm more of the distraction in the group :)


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

@Raltus
Did you miss my post, or do I get to go again?


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

I copied the dice rolls from stabbing the undead. I wasn't sure myself and checked on the good blessing and then on the cube, but couldn't bring myself to edit it out.


Is there something we can do to help Iko find a place? I love the idea of the character being in the middle, deflecting blows and just being hard to hit.


Human Paladin 3

Worst demon fighters EVAR! ;)

Silver Crusade

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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)
DM Raltus wrote:
Is there something we can do to help Iko find a place? I love the idea of the character being in the middle, deflecting blows and just being hard to hit.

Iko built a dex based monk. Monk's do not even really need dex. Part of his problem is that he is not strength based. After that he needs some reasonable monk items. An amulet of mighty fists is certainly reasonable for this level. A adamantine monk's weapon that he can flurry with too. Later a Monk's robe to up his base damage. Then there are feats like Dragon Style and Pummeling style. Those are quite nice.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13
Azrael* wrote:
Two paralyzed!

Well, this has potential. As the cube is not large, like shown on the map, but huge, it has room for the whole party.

@Raltus
You didn't say a single word about the attacks of Lynn. Did I hit? How is the Undead faring?


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

About Iko.
It looks like he is built as an dex based maneuver monk. Which is a bit useless against two creatures who have natural weapons and can't be tripped.

But with skill focus Acrobatics a better strategy for this fight would be to find someone to flank with and use the Aid Another Attack. The DC is 10 and would help Don or Steelgate with a +4 on to hit.

On the long run he could go for defensive fighting and some magic on the AC side. A headband for wisdom, a belt for dex to push his AC to a level where he won't be hit much. That is far from optimized, but would be in line of his character so far (I guess), instead of a complete rebuild.


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Ratfolk Crafter 6 (HP 63)

If he wants to be difficult to hit he can look at going snake style and being an annoying little so and so.

If he is allowed to rebuild to a master of many styles monk, he could go for crane and snake and just not get hit ever. He would need to get dex to damage to rake up the damage, or specialize in a combat maneuver which can be used in place of an attack like trip.

The biggest issue is that we are facing high ability enemies but have not had the chance to actually get any wealth to put into any of the "big 6". I think we are all quite far behind the expected wealth of 16000gp.
I think all that Tink has is the button of level 1 spell storing which the closest I can see would maybe be 2k gold.

This doesn't matter too much for damage items or the like, but when facing "Save or die" abilities like 3d6 rounds of paralysis, our highest save having a 55% chance of failure causes issues.

Silver Crusade

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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. We are way behind wealth level. Azrael is less so as he started with closer to that level.

Iko could also get the ability to add Wisdom to damage and to hit. I do not recall how do to but one is a weapon enchant.


Tink can take some time to craft and just send out SteelGate could he not? Honestly you will get time at the end of this book and there are no real stores anywhere to sell things. I did find it a bit of an issue when I ran this in Real Life


Ratfolk Crafter 6 (HP 63)

I am perfectly happy for Tink to sit and craft. But if you go by the rules, he needs to spend gold to even start. Gold he does not have.


Ya in my RL game we stopped at the end of this book, once you have Drezen you have a town and can start all that but honestly right now there is nothing. I could have "A caravan that is coming since you did free those people at the ford and they returned to Kenabre's


What is needed to bring people up a bit in the WBL department?


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

WBL??


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

Wealth by Level. It's a chapter with a table on this page that deal with the amount of wealth the PCs should have to be able to deal with what they face.

For your cloak of resistance, magic weapon, ...


Ratfolk Crafter 6 (HP 63)

I need 14k
In terms of crafting feats and such, I have seen it suggested that you increase the parties WBL by about 50%, if there is enough time to do it. And there is always enough time for Tink to do it.

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)

Again, I think Azrael has the most wealth, simply because he started with it. Counting consumables and ammo he may be approaching 8K. But some of that is expensive arrows that we found and he never would have purchased like the arrow of evil outsider slaying which sounds cool but the fort save to avoid the extra damage is pretty low. I have seldom seen them be effective. Even counting all the consumables he at about half of his WBL recommendation


Human Paladin 3

Don has a +1 Crossbow and +1 Breastplate So about 3k


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

I have a mwk bow str+2 which is worth 600, and my +1 cold iron glaive of the gargoyle. I have no clue what the correct value of that is, but a +1 cold iron glaive would be 4k so that is probably around 5k.

With all the smaller stuff like breastplate, mwk cold iron mace, mwk adamantine mace I think I'm at about 10k wealth.


Human Paladin 3

Can we eat Iko?


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
Don Guy wrote:
Can we eat Iko?

I'm very stringy and sinewy.


Human Paladin 3

Marinade! A good brine will loosen the tendons.


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

Is Iko leaving and you come back with an from your perspective more useful character, or are you leaving the game completely?


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

Yup, no need to panic. Iko's leaving but I am not :)
I think Iko's just not super useful in general and has become sort of complicated to manage to make him effective so I'm coming back with something a bit simpler and hopefully more effective.


Iko could go back to that Way temple and start it back up?


Ratfolk Crafter 6 (HP 63)

You said I can craft without the gold costs correct?
My push right now then will be for Tink to get cloaks on the fight defining members of the party, and will spend time getting people up to WBL after that.

For starters how do you rule the fact that technically you can only spend 8 hours a day crafting, even if you have a ring of sustenance and hence have an extra 6 hours of day to spend?

I will do the crafting stuff in a seperate post


Ratfolk Crafter 6 (HP 63)

Cloak of resistance +2
Cost 4000GP
Caster Level 5th

Prepare the Vessel, DC 20: 1d20 + 20 + 2 + 5 + 4 ⇒ (6) + 20 + 2 + 5 + 4 = 37
20 from ranks and skill focus and other. +2 from cooperative crafting, +5 Mythic Crafter Feat, +4 Arcane Builder Discovery.
Crit Success
Reduce cost by 25%
2000GP Per day

Random Challenge: 1d100 ⇒ 92
You are struck with a sudden stroke of brilliance and alter the creation process.
Improve the Item Spellcraft DC 20 + item's caster level = 25

Improve the Item, DC 25: 1d20 + 20 + 2 + 5 + 4 ⇒ (7) + 20 + 2 + 5 + 4 = 38
Critical Success Incredible breakthrough. –2 days, –5% cost, 1 perk.

Perk: 1d100 ⇒ 35
Inscribed: The item's bearer can spend a full-round action to inscribe a hidden message up to 25 words long on the item's surface. This message remains invisible until either the next time a creature holds the item or a specific passphrase is spoken. Inscribing a new message erases the previous one.

Finish The Item, UMD DC 20: 1d20 + 6 + 2 + 5 + 5 + 4 ⇒ (18) + 6 + 2 + 5 + 5 + 4 = 40
Critical Success You complete the item with a masterful flourish. Reduce the item's cost by 10%.

Final Cost = 4000 - (0.25+0.1+0.05+0.05)*4000
= 2200 (not that this matters for anything but time)

Final Time (2000 Gold per day, doubled to 4000 with crafting mastery, doubled to 8000 with cooperative crafting. I Craft 25% faster meaning I complete 10 000 GP per 8 hours. I take (2200/10 000) of 8 hours = 1.76 hours = 1 Hour and 46 Minutes
If you let me increase the DC by 5 to accelerate crafting I instead get it done 53 minutes.)


Ratfolk Crafter 6 (HP 63)

Cloak of resistance +2, Number 2
Cost 4000GP
Caster Level 5th

Prepare the Vessel, DC 20: 1d20 + 20 + 2 + 5 + 4 ⇒ (10) + 20 + 2 + 5 + 4 = 41
20 from ranks and skill focus and other. +2 from cooperative crafting, +5 Mythic Crafter Feat, +4 Arcane Builder Discovery.
Crit Success
Reduce cost by 25%
2000GP Per day

Random Challenge: 1d100 ⇒ 22
In order to create the item, you need to harness a particular raw emotion.
Manipulate Others Bluff DC 20 + item's caster level = 25

Manipulate Others, DC 25: 1d20 - 1 + 2 + 5 + 5 + 4 ⇒ (20) - 1 + 2 + 5 + 5 + 4 = 35
Critical Success Power from emotional surge. –5% cost, 1 perk.

Perk: 1d100 ⇒ 57
Unassuming: The item registers as though it were nonmagical, as though affected by a magic aura spell.

Finish The Item, UMD DC 20: 1d20 + 6 + 2 + 5 + 5 + 4 ⇒ (19) + 6 + 2 + 5 + 5 + 4 = 41
Critical Success You complete the item with a masterful flourish. Reduce the item's cost by 10%.

Final Cost = 4000 - (0.25+0.1+0.05+0.05)*4000
= 2200 (not that this matters for anything but time)

Final Time (2000 Gold per day, doubled to 4000 with crafting mastery, doubled to 8000 with cooperative crafting. I Craft 25% faster meaning I complete 10 000 GP per 8 hours. I take (2200/10 000) of 8 hours = 1.76 hours = 1 Hour and 46 Minutes
If you let me increase the DC by 5 to accelerate crafting I instead get it done 53 minutes.)


You could break it up in to 4 hour chunks, right now You would have to almost take a day off but the army cannot really afford to do that since resources are kinda low.

While traveling you could have crafted all day in your cart while steelgate pulled it. For these 2 cloaks I will rule that you were doing that during the day so you can just finish them off right now. Even with the ring you still need some rest do you not?


Ratfolk Crafter 6 (HP 63)

Only 2 hours a night with the ring.

"This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to re-attune it to himself."

So with that and the fact we basically always stop adventuring a ways before the day ends I reckon I could get 8 hours a day except under special circumstances.
I do not have that ring yet.


I need to keep better track of the days, here you won't be out adventuring all day till you take the citadel then it becomes a dungeon crawl


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
DM Raltus wrote:
Iko could go back to that Way temple and start it back up?

Sounds like a plan!


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

What's the design of the cloaks you make? Is there a selection of colors and patterns? ;)


Howard the Duck pattern


Human Paladin 3

I went to the Worldwound and all I got was this lousy cloak.


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

Technicolour Dream Cloak.


Ratfolk Crafter 6 (HP 63)

They are really short.
They have full collars and the whole broach thing and everything, but they don't hand past your shoulderblades.


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

They are really short.

They have full collars and the whole broach thing and everything, but they don't hand past your shoulderblades.

I can live with that short thing. I'll take Craft(Clothing) and extend that with a appropriate songbird design.

(I won't be found dead in a Howard the Duck cloak. Much less alive.)


Ratfolk Crafter 6 (HP 63)

You get the secret inscription cloak. I make a picture of Howard the duck using words


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

This game is really hard. You have that lying traitor, with more or less nothing (besides Azrael's testimony) to prove that she is indeed evil. Totally cool, bluffing at levels we can't dream of to notice. And probably a will save, that makes every magic attempt to get the truth out of her to be in vain.

Anyone a good spell to lock her up for the rest of the adventure. I'd say flesh to stone, but that is out of our league.


Human Paladin 3

1.Eartherbreaker
2.Apply to head
3.????
4.Profit!

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)

Of course Paladins are not known for false statements. Best search all her belongings and not just look for the lantern which she could have easily broken days if not weeks ago.

She was not on watch. That alone would be enough to get her locked up in some armies.


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

The problem is not that I don't believe a Paladin who follows two LG gods. The problem is my own NG alignment and my deities tendency to be forgiving. While feeling the urge to wring her neck.

And Pathfinder's serious lack of options to tie someone reliably down at low levels.

As for the search: I hope to find some compromising stuff like letters in Abyssal where correspondence is proven or whatever else proves a history of betrayal which would allow together with her non-repentant behavior for a more permanent solution.

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)

Azrael is also forgiving and would seek to understand her motives and try to redeem her if at all possible.


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

Sorry guys, crazy busy with work the next couple days, not gonna be sleeping much so I'll jump in the weekend. Thanks.


A major point of this AP is redemption


Ratfolk Crafter 6 (HP 63)

I can call an 8HD being from the plane of positive energy to petition a god on our behalf to assist us with managing this situation, or give us some insight into the events.


Human Paladin 3

Good thing we have a handy NPC.


Yep, does anyone have craft alchemy?

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