DaJelly's RotRL

Game Master DajellyMan

Straight up PbP run through Rise of the Runelords

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Game Master

Hey all,

Here is the discussion thread for the party for our campaign.

I've heard from everyone and everyone's characters look good to me. I believe our bard is still doing a bit of tweaking, as I'm sure the rest of you may be doing (no hurry at all!) I may be reading it wrong, but it looks like he has built the bard to be a bit of a face/caster support light healing etc.

I agree that having the ranged fighter is not of the utmost importance, as the role of ranged damage can certainly be filled by the wizard (or anyone so inclined to grab a crossbow :p)


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Yeah I dont see myself playing the "God Wizard" although battlefield control will be heavily represented in his spell selection (Hes a conjurer after all)

People can preach about how bad Fireball is all they want, im still gonna be grabbing that sucker at level 5!


Game Master

Not to disagree or anything, but I would say fireball totaly fills the role of ranged damage :p


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

I wouldn't mind a Haste instead of fireball.

and hopefully our cleric will heed the advice i gave him :)

as for myself i function as Melee+diplomat+tracker.


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Well JelloMan, i am in it for the long haul. all the way to the top. 100% till the end. Until the RuneLord Rises up again and goes home for a little Nap after all that tiring sleep.


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

You will have your Fireball and you will like it!

Really, you should learn to like it, I plan to center it on the melee for MAXIMUM DAMAGES!!!


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Sir! Yes Sir!

Aspirant Paladin in training Wannabe Arthur Brimstone N 24576-4 reporting for Fireball Resistance Exercise.

(Argl Aasimar don't have any fire damage reduction)


Game Master

I really like the tieflling and aasimar options in the supplements that let's you pick your specific ancestry ^^. Overall, paizo just does such a detailed job with the setting and customization.

Personally, especially in regards to character creation, I have no problem with using aaaaaaalll the books. It is for simplicity's sake, especially in regards to feats/spells, that I urged sticking to core/advanced guide (however, honestly, I'm not to stringent with it/ most things. After all, the whole point of the game is to hve fun right?)


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Nay Honored Jello-Man, the goal is the Save the Damsel in distress, To kill the Evil Dragon Overlord, To push the Hordes of Demons back to the Abyss, and to have your Paladin's Name in the Glorious Book of Heavens.


Game Master
Arthur Brimstone wrote:
Nay Honored Jello-Man, the goal is the Save the Damsel in distress, To kill the Evil Dragon Overlord, To push the Hordes of Demons back to the Abyss, and to have your Paladin's Name in the Glorious Book of Heavens.

Quite right really. But also treasure. Mostly treasure. And ale.


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Treasure is just the means to an End, the Tool to get the Paladin's Holy Crusade done :)


HP 23/23, AC 22, Init +2 Male Dwarf Cleric 1

Funnily enough on the fireball front, Darlin has the fire domain, and as a result can bring down righteous incineration on most foes with some pretty solid blasting options.


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Good grief, looks like i am in fireball maniac land, better find myself some resist fire gear...

Liberty's Edge

Male Human Level 2 Fighter - HP 26/26 AC20 Init +7

Ferdin will be equipped with a ranged weapon. His beginning focus will be on his melee capability however. I don't know if I missed it or not, is there a gp limit for starting equipment? Am currently on travel at the moment (getting ready to go the airport right now, as a matter of fact), but will get Ferdin fully scoped out and posted by Sunday.

With any luck I might get access to the web during my trip, so will try to check in when able to.


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

You get About 175 to 200gp total to spend en equipment


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

I sooo want to start Being a Hero.... i just can't wait.

I figure that if i can't be a paladin, nor one of the prestigious cast of Battle Oracle.. well i am darn gonna be the best fighter around !

Come on Jello-Man start the dam thing. i know there is a damsel in distress to rescue and en Evil Dragon Overlord to Kill. and "The Best Fighter in the World" tournament to win.


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Actually we have 500 gold to spend...and in case anyone missed it, we have 25 point builds.


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Good grief i barely spend 45% of that total sum. what did you buy?

Hum coming to think all it means is i have 300gp more to spend. any suggestions?


HP 23/23, AC 22, Init +2 Male Dwarf Cleric 1

I picked up solid armor, a shield, a weapon, a few things in my pack, and I've got 200 gp earmarked for a wand of CLW as soon as we can afford it.


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

yup i had figured the same thing. keeping the extra cash for a wand of CLW


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Depending on the DM, usually you can buy wands with fewer charges. So a CLW wand with 10 charges is 150 gold fx. Might be worth considering.


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

indeed indeed


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Holy hell Darlin is damn near invincible! +5 on top of normal saves vs spells and spell like abilities O.o

+3 vs poison...sheesh.

And then theres the AC.

Seems to me Darlin will be a really bad tank...it will only take a round or two before the enemies give up and try someone else :P


Game Master

The only thing with even more disgusting saves is a dwarf paladin haha.

I'm fine with wands of lesser charges. Other suggestions for starting gear:

Masterwork something!, scrolls scrolls scrolls, maybe upgrade your rope to silk or your back pack to masterwork... and don't forget to bring a towel!


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

*Dips towel tip in water*

*coils up towel*

*chases Darlin around the shower room, whipping away with towel*

Also, wanna check something with you Jelly.

All my 14 scroll spells are scribed on a single scroll. I imagine its something like a long sheet of paper, rolled around two seperate rollers.

Like so:

https://www.google.dk/search?q=scroll&bav=on.2,or.r_cp.r_qf.&bvm=bv .46471029,d.Yms&biw=1280&bih=892&um=1&ie=UTF-8&hl=en&am p;tbm=isch&source=og&sa=N&tab=wi&ei=_iOVUe-IMpDQsgb37oDQDQ# imgrc=_5WzAULFZ29oPM%3A%3BRgVK6pmmZGrwIM%3Bhttp%253A%252F%252Fupload.wikime dia.org%252Fwikipedia%252Fcommons%252Fc%252Fc5%252FPSF-scroll.png%3Bhttp%25 3A%252F%252Fcommons.wikimedia.org%252Fwiki%252FFile%253APSF-scroll.png%3B21 09%3B1949

This "Mega Scroll" is loaded into his Springloaded Wrist Sheath for easy access.

The Scroll is also attached to the Wrist Sheath with a Weapon Cord.

Just making sure this setup is allowed.


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Actually dwarf can also have this:

Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces hardy.

:)


HP 23/23, AC 22, Init +2 Male Dwarf Cleric 1

Haha, Thalrik, it order to whip it, you have to hit it.

In that case then, I'll take a wand of CLW with 10 charges, and have a little money left in case something comes up.

Also, I might not have scary static damage, but I can shoot fire from my beard, and chuck daggers at least passably. At later levels I'll be doing some summoning/blasting, so there will be plenty of stuff to keep enemies' attention. Also, I'm personally of the opinion that if the cleric has to heal himself to the detriment of others he's doing it wrong, so not getting hit/failing saves is of primary importance. Hence the defensive focus starting off.


HP 23/23, AC 22, Init +2 Male Dwarf Cleric 1

While dwarves can get SR, 5+ their character level will only stop enemy spells about 25% of the time from a caster opponent, and can be a major issue when buffing. Also, if you take that feat then you give up hardy (the bonus vs. spells/poison), and if you give up hardy you can't take steel soul. There are trade offs both ways.


Game Master
Thalrik Korun wrote:


This "Mega Scroll" is loaded into his Springloaded Wrist Sheath for easy access.

The Scroll is also attached to the Wrist Sheath with a Weapon Cord.

Just making sure this setup is allowed.

That's totally fine, and in fact, that is awesome.

You'll all find I think creativity trumps rule book (within reason of course!) In a F2F campaign I have going right now, my buddy is playing a vanara inquisitor that also took levels in monk. He uses his prehensile tail to grab scrolls stored on his back.


Game Master

A note on our progress,

I am still waiting to hear back from out bard and our fighter, I am hoping they will check in soon.

I am ready to get started as soon as the whole party is!


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Now is good :)

(fighter said that he was on plane ride and would be ready by sat/sunday. to my utter disappointment)

you see i post a few times / day... i hope you all too. :)


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

I check in far too often tbh.


Game Master
Thalrik Korun wrote:


I check in far too often tbh.

As do I...

Here is a few things you all should know about me as a GM...

1. I would like to be able to have us all check in at least once every couple days. If you ever cannot, please let me know so I can let everyone else know.

2. House rule: If you can pass a stealth check, you can attack vs FF AC... my reasoning is if an enemy does not know an attack is coming, he should be easier to hit. (Honestly, I'm surprised this as not been clarified or adapted in the rules... if you are using a stealth check in battle to gain concealment... you should gain attack benefits!)

3. As a GM, I reserve the right to fudge the enemies. For example... if the party is about to kill a major NPC in 2 rounds... that enemy might find they have some bonus HP.

4. To tie everything together, I believe, in the end, it is about having a good story, the players are having fun, and the campaign runs smoothly, and that takes precedence.

There may be some other things but... that is it off the top of my head.


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7
DajellyMan wrote:
2. House rule: If you can pass a stealth check, you can attack vs FF AC... my reasoning is if an enemy does not know an attack is coming, he should be easier to hit. (Honestly, I'm surprised this as not been clarified or adapted in the rules... if you are using a stealth check in battle to gain concealment... you should gain attack benefits!)

This is mostly relevant for ranged attacks, since I cant imagine all that many scenarios where a melee combatant will be able to succesfully hide in melee (I wouldnt count ducking around a corner or behind a table...its not like he doesnt know where you are -.-)

I usually just play it as invisibility. +2 attack bonus and enemy flatfooted.


Game Master
Thalrik wrote:

This is mostly relevant for ranged attacks, since I cant imagine all that many scenarios where a melee combatant will be able to succesfully hide in melee (I wouldnt count ducking around a corner or behind a table...its not like he doesnt know where you are -.-)

I usually just play it as invisibility. +2 attack bonus and enemy flatfooted.

Yes, it is referring to ranged attack about 90% of the time, it is a rare and requires some creative thinking to get it to work for melee (maybe you make an additional acrobatics check to jump and roll behind a wall etc?)


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

i have made a few melee combatant with devent stealth capabilities...


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

On a related note to the above about stealth in combat.

Normally, a guard standing, well, guard, is not considered helpless for coup de grace. He is merely flatfooted. But lets be honest, if I sneak up behind him and jam a greatsword through him, thats a coup de grace?

Ive no idea if this will even become relevant in the game, but its one of my pet peeves so thought id ask.


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

my answer as DM:

nope its not a coup de grace because a coup de grace is a deadly action that targets specific key vital organs (such as but not limited to: slitting your throat, stabbing you trough the hear...)

they require a bit a time to perform in real life (you have to stab trough the rib cage etc...)

therefore stabbing the guard who ins't aware of you is quite deadly as he will probably take the hit -ie you rarely miss) but not a coup de grace (and therefore a full round action in D&D)


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Which basically means that walking up behind a person who is not in combat or aware of your presense, then slitting their throat, is impossible. Or more accurately, any time the damage from your weapon doesnt instantly kill the person, you apparently decide to stab him in the arm instead for no good reason.

Funny thing is, most guard types arent even all that much easier to hit, since they typically wear armor and have average dex (10-12). Dont even get me started on sheild bonuses being added to flatfooted AC (Imo it should be the other way around, sheilds adding to touch, but not flatfooted)

But im a Wizard so what do I care, not like ill be sneaking up on guards with a dagger any time soon :)


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

well if we wanted to be very realistic we all would be level 1 where a sword blow or 2 does indeed kill.

(and so does a rogue with a short sword + sneak attack)


HP 23/23, AC 22, Init +2 Male Dwarf Cleric 1

Also if you want to do that there is the assassin prestige class, or any other class that gets a death attack. Allowing everybody to do it against a non-helpless opponent would kind of devalue that entire class feature.

**Doesn't really have an opinion, just wanted to throw a counter argument out there.


Game Master

I agree Darlin, I think when it comes down to it, these "flaws" exist simply to make the rules (and the game) more fluid and balanced. (Even though Dexterity is defined as "applying to Armor Class, assuming the opponent can react to the attack"... and Flat Footed AC is described in a similar way... but then the conditions in which you "can't react" are... vague)

Also, Thalrik, in regards to shield applying to FF AC...

OBVIOUSLY if you get get back stabbed, you had your shield hanging on your back (on the the arm in the direction the attack came from. all the time)

;P


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Indeed, indeed Jello-Man.
The shield is allways facing the "good" direction


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

I can see almost Standpoint on the loom of the horizon, just some more "waiting" and i'll eventually get there


Game Master

Right? It's so close yet... It seems to not be getting any closer


Male Gnome Bard 2 | HP 17 / 17 | AC 17 | T 13 | FF 15 | CMD 12 | Fort +1 | Ref +5 | Will +4 | Init +2 | Perc +7 | Sense Motive +6

Dexter Quickwit is ready to go! Sorry for the delay, guys.


Game Master

Alright! Good to hear from you, dexter!

Now we just need our fighter and we are all ready!


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Not closer? oh no the misery....


Game Master

I know... I await arrival with eager anticipation!

This is just a guesstimate, but I am planning to get going Monday evening.

In a side note, have any of you played through RotRL?


HP 23/23, AC 22, Init +2 Male Dwarf Cleric 1

So close, but so far away!

Edit: truth time, I have played books 2&3 of RotRL. I know basically about the magma mar stuff and some of the stuff directly after that, through the fort. I don't really know anything about the start or end though.

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