Demonmoose's Iron Gods AP Orange (Inactive)

Game Master GM Demonmoose

Set in Numeria using the Iron Gods Adventure Path.
Forest 1

Jevik's Farm

Tower Part 1

Tower Part 2
Under Well


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Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

4 rounds as he is using fire-forged weapon and armor.


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Cool.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

Indeed, costs a fair chunk of change and even with his trick, he has to burn gunpowder to get it off, but otherwise it is something cool to do.


Male Human Fighter 8
Status:
HP 70/70 | AC 18 | T 14 | FF 14 | F +9 | R +7 | W +5 (+2 vs Fear) | Init +4 | Per +0 | CMD 24 (+8 vs Grapple/Trip)

My character is mostly based off this dude with the red sword.


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Having never played nor watched any Metal Gear stuff...the youtube clip seemed cool.


I'll try to keep the night posting to something more manageable.

To be fair, it was mostly just talking and getting through one door.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

Rather post at night than slow posts/lack of posts. Otherwise things like conversations and transitions could take forever.. That includes when I work. I leave about time you post, I rather come back to progress then none at all.


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Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

I didn't say I minded it at all! Its just not normal for games I'm in...no big deal keep posting! I'd rather wake up to 11 posts than go all day with none.

My posting is generally best from about 4am-8pm CentralStandardTime.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

When it comes to that the GM or Aeron themselves are the normal arbiter of that. So We let the GM roll.


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

I'm cool with that, its just that the GM said he would pass Aeron in round 1 instead of posting some actions for him.

In my personal PbP games I go with the 24 Hour rule, if you haven't posted in gameplay in 24 hours I will bot you during combat until you post actions.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

That is generally what happens if he feels the need to do so.

So far the combat hasnt seemed that serious. And the GM does it for obvious reason, so that the player cant really be mad at another.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

I remembered Val just waiting on your turn because that's when it happens


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

And now Val is up.. but thats about it.. Either this lady is gunna be happy to stop or he basically is using this as research knowing well that we will eventually beat it.

I mean 1d6 is bad.. but not that terrible.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

So we wait until they act before we can do anything. Just a note if that does not happen about Oh 20 hours from now I'll simply post up a post in advance because I will have work and will not want to slow the game just in case.


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Yeah I don't like waiting either =/

How about posting a series of actions in the form of if/then statements so that the GM can adjudicate multiple rounds per day...instead of like maybe 1 round or part of 1 round each 24 hour period.

Example:
If nothing engages him, Uriah will cast Oppresive Boredom on Marrow each round until it sticks. The DC is 19 and it is a will save.

However, if it sticks Uriah will begin using Magic Missile on the zombies or patients, whichever seems more damaged. If out of Magic Missiles (He only has two left) he will use his hand of the psion ability to make ranged attacks +7 modifier 1d4+2 damage. 4 uses remaining.

If Uriah is engaged in Melee, he will attempt to withdraw behind someone and then continue the above actions

With that the GM can run 2-3 rounds of combat without needing a bunch of posts from me.

For attack rolls just put your attack modifiers and let the GM roll for you.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

I could see that normally we do about 1-2 rounds a day. It might not work with a more complicated character like mine but for something where all you do are a couple of thing it works well. Another factor is time, The GM can still only update.. when most people are sleep.


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Re: Oppressive Boredom
Like I've said before, I'm trying to make Uriah a psion. I chose the spell Oppressive Boredom mostly because of the mechanics of the spell (Fail your save, do nothing that round, continuing making saves or do nothing) it is exactly like the 0 Level spell Daze, except it doesn't have HD restrictions and it lasts several rounds.

That being said, I don't like the fluff of the spell. Instead I'd rather fluff the spell as Uriah's will overpowering the enemy's and they stand there in a dazed state.

Same exact mechanics, different fluff.

Let me know if this is a problem or you'd rather I not refluff spells


Yes, that's fine. You may fluff whatever you want.


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Ok thank you. I only grew concerned about it during combat when you used the spell description several times to describe Marrow's actions.


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Level 5
HP 4+1+23= New Total 28HP
FCB: 1st level spell known Heightened Awareness
New spells known!
1st Technomancy
2nd Telekinetic Volley
Bloodline: Detect Thoughts

Feat: TBD

Unsure about feat choice....


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

Woot Level 5! My precious level because many things.

This Level Up

Skald 2st level
HP's: 1d8 ⇒ 5+2

+3 Skill to Perform Oratory
+1 Perception

+1 FC into Raging Song
+7 HP, +1 Bab, +1 Fort, +1 Will

Gained Outflank as a lvl 5 Feat

Versatile Performance (Ex)

[Errata] At 2nd level, a skald can choose one type of Perform skill associated with the skald class. He can use his bonus in that skill in place of his bonus in the associated skills listed below. When substituting in this way, the skald uses his total Perform skill bonus, including class skill bonus, in place of the associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 7th level, and every 5 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), and String (Bluff, Diplomacy).

Choosing Oratory

Well-Versed (Ex)

At 2nd level, the skald becomes resistant to sonic effects. The skald gains a +4 bonus on saving throws made against bardic performance, as well as all sonic or language-dependent effects.

Spell Casting

Oth level
- Mage Hand

1st level
-Expedious Retreat

Raging Song (Su) +3 rounds

======

Phylla Goes Sacred Fist Warpriest

Im not sure how you want to do Her HP so I leave that up to you
Spells and Skills similarly she has choices over
Assuming she learns about Ragathiel her alignment would shift to either LN or NG
As her Tendrils keep her at a distance and relatively safe I thought maybe Weapon Focus into Feral Combat Training Tendril would make sense for her, After that its whatever she wants.
Her Blessing would similarly be based on Ragathiel presumably.

She Gains

Dem Phylla Gains:

2+ Int Skill points
Favored lass (In I assume Warpriest) Can be HP or Skillpoint

+? HP, +0 Bab, +2 Fort, +2 Will

Class Skills: The sacred fist's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Swim (Str). These skills replace the warpriest's class skills.

Spell Casting (Divine)

A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section. A warpriest must choose and prepare his spells in advance.

A warpriest's highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.

To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a warpriest's spell is 10 + the spell's level + the warpriest's Wisdom modifier.

Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table Warpriest. In addition, he receives bonus spells per day if he had a high Wisdom score.

Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table Warpriest. These spells are cast as any other spell, but aren't expended when cast and can be used again.

Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn't an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with "cure" in its name.

An evil warpriest (or a neutral warpriest of an evil deity) can't convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with "inflict" in its name.

A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy (see Channel Energy, below).

Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity's (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Aura (Ex)

A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).

AC Bonus (Su)

A deity protects her sacred fist as long as he is unarmored and unencumbered. A sacred fist adds his Wisdom modifier (minimum 0) to his AC and his CMD. In addition, a sacred fist gains a +1 deflection bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 levels thereafter (to a maximum of +5 at 20th level).

These bonuses to AC apply even against touch attacks or when the sacred fist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Blessings (Su)

A warpriest's deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.

Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.

If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.

Flurry of Blows (Ex)

At 1st level, a sacred fist can make a flurry of blows attack as a full-attack action. This ability works like the monk ability of the same name.

This ability replaces sacred weapon.

Unarmed Strike

At 1st level, a sacred fist gains Improved Unarmed Strike as a bonus feat. He uses his warpriest levels as monk levels for determining the amount of damage dealt with an unarmed strike.

This ability replaces focus weapon.


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

I'd like some input from you guys regarding level 5 feat.

I guess the obvious choice from a combat/powergame perspective would be Greater Spell Focus: Enchantment

However, I am contemplating EWP:Firearms because...this is Iron Gods and I'd like to be able to use some cool tech gear.

Any other ideas?


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

Why does being good at what you do have to be powergame? Other than that It depends, If you want to go into a Prestige class thats fine. If you want to be somewhat good at them a Gunslinger dip would work out better since you dont want to 'powergame' that should work out as well. It all depends on what your character is supposed to be. Yvell knows what he is ad he goes towards that Medium, Teamwork feats, Martial Aptitude, Versatility, Divine Rage.

What is it that Uriah is supposed to be? If it is Psion as you said then pick things that hit that, You have the luck of not being a Martial so for the most part your choices aren't life-defining. If you want to use guns without penalties then Choose that. So far Yvell has done fine with his -8 to hit with the current weapon he has so its all on perspective.

There is creation feats as well as there is no telling when you may get good items Either Technology or Magical. You can get toughness not to be so squishy as well.


Female Aasimar Life Oracle/8, Channels 5 [9], HP 60 [60], AC [22], CMB [+9]; CMD [21], Fort +5, Ref +4, Will +6, Init +1, Perception +1, Wielding Heavy Mace

Took quick channel for my level 5 feat. At 7 i will take extra channel again. Yay Channels!


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

Thats evil, I love it.


Female Aasimar Life Oracle/8, Channels 5 [9], HP 60 [60], AC [22], CMB [+9]; CMD [21], Fort +5, Ref +4, Will +6, Init +1, Perception +1, Wielding Heavy Mace

Well as soon as i can i will be getting the phylactery of positive channeling so an extra 2d6 to all my channels. it costs 11,000 gp


Male Human Fighter 8
Status:
HP 70/70 | AC 18 | T 14 | FF 14 | F +9 | R +7 | W +5 (+2 vs Fear) | Init +4 | Per +0 | CMD 24 (+8 vs Grapple/Trip)

Valtyra: The Win Button. :P


Female Aasimar Life Oracle/8, Channels 5 [9], HP 60 [60], AC [22], CMB [+9]; CMD [21], Fort +5, Ref +4, Will +6, Init +1, Perception +1, Wielding Heavy Mace

No not a win button just a i will probably keep you from dead button. That said just hope we dont find things that deal enough damage that my healing cant keep up.

On another note Demonmoose. You said we cant buy anything here atleast not from a store but can trade for things. What all does that include and up to what dollar amount is maybe available.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

Valtyra is not whats going to make it a win button.. Yvell and Valtyra will and it will make the tears flow. Channel is nice its even etter when you add a static modifier to it.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

So Uriah did you decide on anything?


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

/sigh

No, not really. I guess I'll take Greater Spell Focus.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

Nothing strikes your fancy? Didnt want to delve into Technology? Perhaps work towards Eldritch heritage and get a Psicrystal-like familiar? I mean Im not sure what your limits are on Uriah because Psions could do .. alot.


You can do a local or diplomacy check to figure out what's available for purchase or selling. Or talk to your "allies" and see what they would like to buy or sell. Gold limit is fairly low in Scrapwall, so it's more likely you save everything up and sell it in Torch or another town.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

I had talked to Sevroth before she wants guns and ranged weapons (Bows and whatnot )which we have but like you said it isnt much. That reminds me is that laser Turret takeable or was it like a giant mounted turret? The Rat-Lady or Perhaps the Brigh lady might want it.


Android Male Bladebound Kensai Magus 5
Vitals:
HP 26/38 | Initiative: +4 | AC: 18 | Touch: 26 | Flat-Footed: 11 | CMB: +3 | CMD: 21 | Fortitude +6 | Reflex +5 | Will +5 | Arcane Pool: 4/5
Skills:
Spellcraft, UMD:11 | Acrobatics: 9 | Kno(Geo), Ride, Stealth:8 | Kno(Arcana/Dung/Planes), Perception:7 | Climb, Swim:4 | Survival:2 | Perform Dance:1

Also, while the gold limit is low, would we be able to trade equipment for equipment? That would help us get items the group may want since it is a town of scavengers and they hold any and pretty much everything of use already.


You can remove the laser rifle from the armature, but it was timeworn and no more charges, so probably useless. You can try to trade also.


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

GM...could I take Skill Focus Kn:Engineering and have it grant me that skill as a class skill. I haven't placed any skill points yet for 5th level.

Otherwise, I think I might take Additional Traits and take a trait that grants it as a class skill.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

What do you plan on doing with the Feat? Leading into something else? Because I think there is a feat that makes knowledge skills class skills and give like.. a +2.

As for the Timeworn Rifle, you never know what it might do, we might find a way to restore Timeworn weapons or recharge them.


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Oh...not aware of that feat.

This looks interesting and requires Skill Focus Kn:Engineering


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

Ah, well Skill Focus effectively gives you would have gotten if it were a class skill. That PRC is what the last caster in our group was going into. I wouldn't bat an Eye at you getting it as a class skill if you want that extra +3. Most of us have something or the other that is weird, like my arm mounted Autograpnel or Muga's sword.


That is fine, Uriah.


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Thank you GM, I've leveled Uriah up and adjusted skill points...because for whatever reason when I built the original character I didn't add any skill points for levels 2-4...

So now Uriah has some skill in Disable Device and Kn:Engineering as well as Spellcraft. This will allow him to enter the PrC around level 7 or perhaps 8.

I'm not sure if you can take a requisite feat at level 7 (Technologist) and enter the PrC at the same level.


I've read that you get the feat after choosing a class for the level, so you'd have to wait until Level 8 in order to be a Technologist, choosing the prerequisite feat at 7.


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Fair enough, so at least the next few levels are planned out!

Level 6 Sorceror
Level 7 Sorceror (Technologist Feat)
Level 8 Technomancer! (lose a caster level, boo)
Level 9- (Technomancer, gain increases in Caster Level, yay)


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Muga hasn't posted in gameplay for nearly three days. Perhaps a bot is in order?


Male Human Fighter 8
Status:
HP 70/70 | AC 18 | T 14 | FF 14 | F +9 | R +7 | W +5 (+2 vs Fear) | Init +4 | Per +0 | CMD 24 (+8 vs Grapple/Trip)

I posted within 6 hours of my actually being needed. :P

Muga's not the type to wade through the reflex save or get hurts, and he already had solo RP time with the rat boss.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

It was less that and more the Level-up really.


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Daily posting is a good indication for how a game is going. Even if the post is "Uriah agrees with Yvell and nods to him alerting him to that fact"

@Valtra it might be a good idea to post actions with if/then statements so that we don't have to wait 24 hours for your next post when the GM is ready to resolve the round


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

This was most likely the main reason that last game the GM gave honors to those who not only made daily posting but contributed a good portion to the game with RP and kept the story and world moving at the same time. Its not that you even have to post like Uriah above but almost have every post something pertinent to the game or showing off a defining aspect of your character or their mindset or what they are doing/will do.

For example, I will ask Uriah, what do you gather from Yvell since you have seen him in the game?


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

@ Uriah about Val: Oftentimes if the GM wants to resolve the rounds he actually just assumes based on character norms what they would likely do or skip them and have the player just post for that round and the current one. Yvell has alot of working parts but in General I believe the GM knows what to do with him on avg.

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