DM Raltus Demon Slaying (Inactive)

Game Master Raltus

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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
DM Raltus wrote:
what do you want to sell, all that stuff? Plus I updated the loot lists. I really want someone to take that pole arm

I wrote Lynn besides two items I have in my inventory. If by polearm you mean the ranseur: Why?

Tink and Iko can't use it. Don is going for ranged and I'm really tied to my deities favorite weapon. It has some magic ability that looks like a quick stoneskin. Is it so good, that it is worth forsaking a weapon focus and cold iron to use it?


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

What weapon proficiencies does Steelgate have?


Human Paladin 3

Done likes his Earthbreaker, will update stuff later


IT is regeneration that will heal the broken bone quickly as well as Aravashnial's eyes, The problem is as you say there is no one of high enough level to cast the spell right now.

To the Ranseur: I have never had someone use it and it seems like a cool weapon to have around. I agree about Lynn though that being a Warpriest sucks for being forced to use your dietys favoured weapon.

I will allow the master work transformation to use the MW glaive and the Cold Iron one to combine into a MW cold iron glaive.


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

I'm not forced. I have martial weapon proficiency. But I have weapon focus as a bonus feat and that of course on that weapon. It is mostly for flavor and that +1 bonus. But my ability to enhance the sacred weapon is limited to those I have weapon focus on.

It is just the feeling that this ranseur is an expensive tool with a rather limited usefulness.

Description
A ranseur of the gargoyle appears to have a head crafted of obsidian, but is in fact as hard and resilient as steel. This weapon functions as a +1 ranseur that grants a +4 bonus on disarm checks rather than the typical +2 bonus a ranseur grants. Up to 5 times per day as a swift action, the wielder of a ranseur of the gargoyle can cause its skin to harden for 1 round, gaining a +2 enhancement bonus to its natural armor score.

And it has a price given of 4310gp. If that is correct, then it is nice if you go for disarm. But if you don't, you can use it for 5 rounds to improve your armor by using up the swift action. Which I use for Fervor. and 5 rounds is one fight. If I sell it and buy an amulet of natural armor or a ring of deflection I have half the bonus, but all day.


Ratfolk Crafter 6 (HP 63)

Eidolon's have simple prof I believe, but I could buy martial prof. Could be interesting.

Let me see


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

The thing I would like most is my glaive magically enhanced. But I don't think we as a group have the money for that. Much less me alone. It would cost a whopping 4000gold

Also I thought for Aravashnial a remove blindness would suffice.


No his eyes were "destroyed" by the lash from the The Storm King. There is a 9th level cleric and an 11th level cleric in the city. Aniva will heal naturally over time OR I can come up with a side mission to rescue those men.


Ratfolk Crafter 6 (HP 63)

Well to me restoration should work as well

Mechanically a broken leg is a dex + str damage in my eyes. So healing the dex/str damage would work


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

No matter what. As long as it is not down to lesser restoration I can't do anything about it.


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

I talked with Tink and even for Steelgate it is too expensive to be useful to get proficiency with the ranseur of the gargoyle (a feat and two evolution points).

After much back and forth we came up with a solution for the problem. One that is shamelessly not according to the rules, but anyway. Here the bold request: Would you let the dwarven smith merge the abilities of that ranseur into my cold iron glaive? The disarm would get lost on that way due to shape, but the rest would be really cool.


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

Correction: It costs Steelgate only the Martial Weapon Proficiency(Ranseur). No simple weapon proficiency needed as prereq.


M Construct Eidolon (HP 60)

I have no massive urge for SteelGate to use it, and as we changed the sword to work an Iko, I feel allowing the magic item merge would be fair


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

I'm not asking for fairness with that. I'm asking to bend the rules massively in my favour. Granting that would be an act of benevolence.

That is totally different from bending the one mayor artifact that is game changing and story relevant into something that at least one character can use.


M Construct Eidolon (HP 60)

All that is left is to wait and see how Raltus responds


SO you want the Swift to get the +2 natural armor bonus and the +1 enhancement bonus from the Ranseur on to your glaive?

I see no problem BUT it will take a few days to do so AND Tink will have to help at night time since it is flavourful for me and it makes sense for the Mad Creator Known as Tink insert cool adjectives here :) to do something like this.

So yes you can add the 5 rds of +2 natural armor and +1 bonus, I almost want to say that once you go Mythic you HAVE to pick Legendary item ability


Ratfolk Crafter 6 (HP 63)

I was going to want to help anyway :P

Legendary item matches well with a Warpriest, it is her diety's favored weapon after all


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

Tink, are you going to set this up with the dwarf? As I have no clue about the abilities of the thing. I've not even seen the stoneskin thing, as I was outside.


Human Paladin 3

1870.07 /4=457 ea


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

Legendary weapon choice of abilities (3 for first tier):

Undetectable: This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.

Foe-Biting: When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a confirmed critical hit, the bearer must instead expend two uses of legendary power to double the total damage. Damage from weapon special abilities (such as flaming) and precision-based damage are also doubled.

Powerful: An item with this ability has two additional uses of legendary power per day. This ability can be taken up to three times. The item must be a minor or major artifact to take this a second time, and a major artifact to take this a third time. This is a persistent ability.


Cool for effect but not too useful as long a I don't lose the weapon:

Returning: The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can be taken a second time, allowing the item to cross planes to return to the bonded creature. The item must be a major artifact to take this ability again.

Not that this would be my preferred way to go. I was looking at some of the Hierophant mythic abilities.


It was just a thought, I guess it doesn't totally make sense. It could become another specialized weapon for Shelyn.

What is everyone thinking about for their mythic tiers?


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

Not exactly sure as I have to read through a lot of pages for that.

I was thinking the Hierophant path (which would also match the trait I selected)

That would net me:
- Hard to kill
- Mythic Power 5/day
- Surge (1d6)
- 1 Mythic Feat

For the mythic feat I'm not sure but Mythic Power Attack is not bad.

As divine surge I'd go for
- Inspired Spell (Su)
As path ability I'd say
- Faith's Reach (Su)

But if I go for the legendary weapon instead I'd do a shitload of damage. And once I reach mystic tier three I could ignore armor with that weapon several times a day. That would hurt that BBEG. Decisions decisions.

But let's see what the others come up with.


Ratfolk Crafter 6 (HP 63)

I had ideas, but now I forget


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

Let me make an educated guess:
You take the archmage path.
- and select Wild Arcana (Su) as Archmage Arcana:

And as your path ability you select:
- Crafting Mastery (Ex): You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.

Because it's Tink. What else would he choose?

Mythic feat the same:

Mythic Crafter (Mythic)
You can craft mythic magic items.
Prerequisite: Any item creation feat.
Benefit: You can create any mythic magic item for which you have the appropriate item creation feat. In addition, you gain a +5 bonus on skill checks when creating non-mythic magic items.


Ratfolk Crafter 6 (HP 63)

Yeah, thats what it was.
Basically I can craft at like 4 times speed and will be able to ignore almost all prerequisites when I make magic items


That makes sense, Mythic breaks so many rules but it is fun in that sense. I GM'd the first 3 books in real life, some of the bad guys were hard some were not.

I like the idea of mythic because some of the non damage related abilities are really fun.


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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

For everyone who has a hard time finding the right stuff in that thick book:
Mythic Guide

Helped me quite a lot to sort stuff out.


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

Don to Irabeth: We ran out of quest givers recently. You're going to take that job? :D


Human Paladin 3

Look for someone with a '!' over their head?


Bandolier of loading:

This item can automatically load any bolts placed into it into a repeating crossbow. The weapon must still be cranked manually and once the bandolier is out of bolts you must either load in a cartridge or place another Bandolier of loading in the weapon (This is a full round action and Rapid reload cannot lower this time).

Slight conjuration and Transmutation. CL 5th, 2500 gp

I just made that up.


Human Paladin 3

Awesome!


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

And here comes the rail-crossbow. :D


Human Paladin 3

Dakka Dakka Dakka Dakka


M Construct Eidolon (HP 60)

How many cartridges does it hold


It can hold 1 5 shot cartridge right?


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

Right. But with the bandolier the interesting part is more how many bolts the bandolier can hold. As I guess from your description that it will replace the cartridge.


Oh I see, 20 makes sense for the price, since it is a magical weapon.


Human Paladin 3

Steelgate can get rocket punches!


Kitsune Game Master

Are we converting to Starfinder rules? Or isn't that a powered weapon?


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

I'm like 70+ posts behind, but think I'm finally getting my laptop fixed tomorrow. Fingers crossed.


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

Actually I meant Iko to trip one of them again, but if Tink would manage to do that with a grease spell I wouldn't object.


Ratfolk Crafter 6 (HP 63)

I don't know grease.
I also am not all that keen to use spells here as it looks we should clear it up without me using a spell.


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

And now Tink starts shouting: "Stop him, kill him, shoot him in the back! He still has magic items on him!" :D


Ratfolk Crafter 6 (HP 63)

I am tempted


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

@Raltus.
Don rolled an attack, that he couldn't apply. How about to redirect that to the cultist? And maybe tell who's turn it is. As no one seems to react at the moment?


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

Also, who gets the temporary hit points from the vampiric touch? The scorpion?

And it seems that Mr. Faxon already used his action for the next round, as casting vampiric touch was a standard action and the Hex is also one. I'll wait until the others acted again. Maybe I'll get some help soon.


Faxon cast the spell on 1 round then did the hex on the next round. I will fix it since I think Lynn and Faxon are 2 rounds ahead and the temp HP will go to Faxon since he can cast his spells through his familiar. I didn't see anything saying the temp HP had to go to the familiar.


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

Just curious as I never had that case with a familiar.

I know he has a greensting scorpion. For that is my favorite familiar. I just want to know where it is so I can stomp it.


On your leg at present.


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

I don't follow your counting of Faxon's damage.

He was at -23
I stab him for 8
He hits me with vampiric touch for 8
He should be still at -23

I stab him again for 9
He should be a -32

Not at -15.

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