Fang and Shackle (Inactive)

Game Master Kagehiro

As the aggression between Molthune and Nirmathas boils over, something far darker stirs in the depths of the Fangwood.

Current Map: Cathedral Dining Hall


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Arcane Duelist 3| HP: 23/24 | AC: 18 (FF: 13, Touch: 13) | Fort: +2, Ref: +7, Will: +3 | Hero: 3 | Per: +5

Epic diplomacy Crit FTW!

Dark Archive

Male Chelish Tiefling Wizard (Infernal Binder) 3 | Hp 20/20, AC 15 (T13, FF12) | CMD 14 | Fort+3, Ref+4, Will+4 | Init +5 | Hero: 3 | Perc +12 | Resist Fire 5

Er mah gurd, did you guys hear about the next AP coming out after the Giants AP?

Hell's Rebels. We're going back to Cheliax, Woot! (Even if we'll be against them!)


Male Aasimar Cleric of Nethys 3 l HP: 24/24 l AC: 20 (FF: 17, Touch: 13) l Fort: +6, Ref: +5, Will: +8 l Hero: 4 l Per: +13 | Init +3

Hey Thron mind if I send you a PM concerning Nathmir's temple stuff?


Sure


Male Aasimar Cleric of Nethys 3 l HP: 24/24 l AC: 20 (FF: 17, Touch: 13) l Fort: +6, Ref: +5, Will: +8 l Hero: 4 l Per: +13 | Init +3

Sent, hope it's not to long. xP


Half-orc Brute | HP 31/31 | 2+1 Hero Points
Stats:
AC 18/14/14 | Fort +6 Ref +7 Will +4 | Init. +3 | Perception +8, 60-ft. Darkvision | CM +8/21 (+3 vs dirty trick)

I'm leaving for a week vacation with the family and without Internet. We return next Tuesday. Please DMPC as necessary.

cheers


Arcane Duelist 3| HP: 23/24 | AC: 18 (FF: 13, Touch: 13) | Fort: +2, Ref: +7, Will: +3 | Hero: 3 | Per: +5

Stretch of work coming up. 5 consecutive nights of 12 hour shifts. I'll still post when available, but if I'm holding anything up please feel free to DMPC me.


Male Aasimar Cleric of Nethys 3 l HP: 24/24 l AC: 20 (FF: 17, Touch: 13) l Fort: +6, Ref: +5, Will: +8 l Hero: 4 l Per: +13 | Init +3

If we had a non fire loving gnome they could use their speak with animals SLA for the bats. xP


Male Gnome Sorcerer 3

hehe, sorry.......

Fire > talking to bats


Arcane Duelist 3| HP: 23/24 | AC: 18 (FF: 13, Touch: 13) | Fort: +2, Ref: +7, Will: +3 | Hero: 3 | Per: +5

Strong arguments for both sides...I'm so torn on which to take!


Male Human Gunslinger 3 | HP 31/31 | AC:17, T:13, F:14 | CMD:16, CMB:+3 | Save (F+6, R+6, W+5) | Init:+4 | Hero: 1/2 | Grit 1/1 | Perc: +7 | (+2 Curse/Fear/Emotion w/gun in hand)

Take fire, talk to bats if the bats don't listen, burn them. It all ends in BBQ.

Dark Archive

Male Chelish Tiefling Wizard (Infernal Binder) 3 | Hp 20/20, AC 15 (T13, FF12) | CMD 14 | Fort+3, Ref+4, Will+4 | Init +5 | Hero: 3 | Perc +12 | Resist Fire 5

The Bats have Fire and Cold Resist 5, not to mention SR 5 (Which is easy enough to overcome, though).

Just try not to roast them too soon.


Male Gnome Sorcerer 3

is it wrong that Im waiting for the two guys to close in on Sampson so I can line them both up for a cone?


Male Aasimar Cleric of Nethys 3 l HP: 24/24 l AC: 20 (FF: 17, Touch: 13) l Fort: +6, Ref: +5, Will: +8 l Hero: 4 l Per: +13 | Init +3

Don't mind me I am biased what with being half crispy. I blame the bats for not knowing common. ;D

Dark Archive

Male Chelish Tiefling Wizard (Infernal Binder) 3 | Hp 20/20, AC 15 (T13, FF12) | CMD 14 | Fort+3, Ref+4, Will+4 | Init +5 | Hero: 3 | Perc +12 | Resist Fire 5

Hey everyone, just a heads up.

I'm going to be busy with family stuff this week (Bleargh), so I won't be able to post until next weekend or so; I apologize for the absence! Feel free to DMPC me while I'm busy.

As for DMPC actions, Rutilus is going to cast Summon Monster II next round to summon a Hell Hound and order it to help with the acolytes. From then on he'll save his spells except for dire emergencies and use Acid Splash in the mean time.


Mentioned this before, but I'll bring it up and allow it one last time: Last call on character changes specifically of the Advanced Class Guide variety.

Now that the final versions are up on the SRD, if any one sees something they'd rather do that fits their original concept better, go for it! I know Arzazel was hung up on Brawlers and Int/Combat Expertise, but they have a baked in class feature now that lets them treat their Int as 13 even if it's lower in regards to qualifying.

I intend to browse through the selections and archetypes tonight, I'll offer some suggestions for people to consider. Don't consider this me pushing for character changes, though. I am purely neutral, just presenting options as these classes did not exist and were not finalized when we started this game.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Samurai is feeling less badass than I want it to, but I guess I'll stick with it for now. The braggart thing is nice, but my main class feature only works once a day, which is really really lame (except once a day).

I just feel like a fighter without enough feats most of the time. I suppose I should multiclass or something.


I could easily see Sampson being a repurposed Slayer.


Male Gnome Sorcerer 3
Brimleydower wrote:
I could easily see Sampson being a repurposed Slayer.

Makes sense to me:

srd wrote:

Role: The slayer is elusive, and good at finding the opportune time and location to strike. Combining the deadliest talents of rangers and rogues, a slayer's abilities are all about getting into combat, dealing with a target, and then getting back out again.


Male Human Gunslinger 3 | HP 31/31 | AC:17, T:13, F:14 | CMD:16, CMB:+3 | Save (F+6, R+6, W+5) | Init:+4 | Hero: 1/2 | Grit 1/1 | Perc: +7 | (+2 Curse/Fear/Emotion w/gun in hand)

Any suggestions for me would be appreciated. I'm liking the character so far, but I'm wondering if a level in Investigator would be suitable for his style. Something that gave him direction into the I new line of work he finds himself in now. Plus the alchemy connection could be useful in crafting specialized ammo down the road.

Also, what's the idea with two-weapon fighting? Could that be used to have a gun in each hand?


The short answer is: yes (two dual gun wielding)
The longer answer involves a lot of very silly action economy shenanigans to get around gun loading issues. Not a big deal earlier on when your iteratives aren't so high, but when you're popping off 5, 6 or 7 shots a round, loading becomes important. It involves weapon strings/chains on both guns, letting them dangle from your wrists while you reload, etc. Technically feasible, but very funny to picture in action.


Half-orc Brute | HP 31/31 | 2+1 Hero Points
Stats:
AC 18/14/14 | Fort +6 Ref +7 Will +4 | Init. +3 | Perception +8, 60-ft. Darkvision | CM +8/21 (+3 vs dirty trick)

OK I've rebuilt Arzazel as a Brawler. Its beneath a spoiler at the top of the avatar profile.
PROs +2 BAB, +4 HP, Martial Flexibility
CONs -8 skill ranks, lose trapfinding
Meh Trip instead of Dirty Trick

Tentatively, I could replace Armor Expert for that campaign trait giving trapfinding, but that's two campaign traits. That gives a -1 ACP until we get better equipment.

Opinions?

cheers


Male Aasimar Cleric of Nethys 3 l HP: 24/24 l AC: 20 (FF: 17, Touch: 13) l Fort: +6, Ref: +5, Will: +8 l Hero: 4 l Per: +13 | Init +3

Playing a slayer in another game. At level 1 I have a +7 to attack and on a studied target it goes to +8. So far it's a beast. Studied target has no limit on use and you only have to burn a move action at low levels. At 3rd you get sneak attack which lets you use studied target as an immediate action when you SA.

Anyways without going to far into it. I think it would fit Sampson well, you should take a good look at it. Slashing Grace is a new feat you may like too. ;)


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

I have been wanting to play a slayer....

Let me take a gander that way and see what I come up with. If I like it, then I'll make the switch.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Okay, I am reborn a slayer. What about my custom trait, Brimley?


Arcane Duelist 3| HP: 23/24 | AC: 18 (FF: 13, Touch: 13) | Fort: +2, Ref: +7, Will: +3 | Hero: 3 | Per: +5

Gonna stay as is.


Male Gnome Sorcerer 3

same here.


Half-orc Brute | HP 31/31 | 2+1 Hero Points
Stats:
AC 18/14/14 | Fort +6 Ref +7 Will +4 | Init. +3 | Perception +8, 60-ft. Darkvision | CM +8/21 (+3 vs dirty trick)

Does anyone else have trap-finding?


You can probably get by fine with just Disable Device. I don't intend to go nuts with trap laden dungeon crawls.


Male Human Gunslinger 3 | HP 31/31 | AC:17, T:13, F:14 | CMD:16, CMB:+3 | Save (F+6, R+6, W+5) | Init:+4 | Hero: 1/2 | Grit 1/1 | Perc: +7 | (+2 Curse/Fear/Emotion w/gun in hand)

Think I'm good with Eldred for now. But I'll hit a couple of levels in Investigator next.


Half-orc Brute | HP 31/31 | 2+1 Hero Points
Stats:
AC 18/14/14 | Fort +6 Ref +7 Will +4 | Init. +3 | Perception +8, 60-ft. Darkvision | CM +8/21 (+3 vs dirty trick)

OK. I'll replace armor expert with threatening defender; both combat traits.

Do you want to review before I fully replace the old Arzazel?

cheers


Arcane Duelist 3| HP: 23/24 | AC: 18 (FF: 13, Touch: 13) | Fort: +2, Ref: +7, Will: +3 | Hero: 3 | Per: +5

Hopefully after Sunday I will be able to provide everyone with details regarding the manors we have all been awarded. I'll be meeting up with Brimley in person and should (in theory) be able to knock it out in one sitting.


Okay, regarding the houses we get for free:

They are two stories, with a small yard in the front and a patio out back with a fountain. This is the basic layout of the homes.

On the first floor, you have the following areas to customize:

1st Floor
1: Courtyard: C4 on map. Part of this space serves as the front yard, the remainder in the back.
2: Defensive Wall, surrounding courtyard. Despite it's name, this is merely a 10' stonework fence with a gate.
3: Trophy Room: (Unmarked section of map just between C4 and C3)
4: Sitting Room: C3 on map. Currently decorated for a Dining Room.
5: Lavatory: (Unmarked section of map just above C3, one square in space)
6: Office: C5 on map.
7: Sitting Room: C6 on map. Currently decorated for a den.
8: Customizable Room: C2 on map. Can consist of a combination of rooms that take up no more than 10 Squares of space.

There is also an unseen second floor to this home, covering the square area above everything save for the "Trophy Room."

2nd Floor
The entire second floor is customizable as you see fit, though it must have at least 1 Bedroom. You have 30 squares of space to work with, the Bedroom taking up between 4-8 of those. The remaining 6 contains the upper portion of the stairwell marked as C1 on the map. It will have been built to these designs prior to your arrival.

Staff
Each of you have received a service staff consisting of 1 Lackey Team. Also, the Steward of the House is equivalent to 1 Sage Team. These teams exist solely as a servant staff for your new estate, and as such cannot be used to generate any profits.


Also forgot to mention, the properties have Sewer Access. Plumbed!

Edit: Should have mentioned, the Trophy Room is essentially serving as a Foyer into the home.

Edit 2: No, the customized second floor and first floor room costs you nothing, as the building was repurposed to "anticipate" your desires the best they could.

Edit 3: Here is Vincent's finished manor house, as an example should anyone wish to show a floorplan of their home.


Male Aasimar Cleric of Nethys 3 l HP: 24/24 l AC: 20 (FF: 17, Touch: 13) l Fort: +6, Ref: +5, Will: +8 l Hero: 4 l Per: +13 | Init +3

Nathmir's Townhouse

1st Floor Customizable Room: Kitchen, Laundry, and Storage

2nd Floor: Bedroom, Bath, Altar, Sanctum, Book Repository, and Magical Repository


Also again: these are homes, not businesses, and will not generate profits.strictly for personal RP use.


Half-orc Brute | HP 31/31 | 2+1 Hero Points
Stats:
AC 18/14/14 | Fort +6 Ref +7 Will +4 | Init. +3 | Perception +8, 60-ft. Darkvision | CM +8/21 (+3 vs dirty trick)

When can we go shopping with Zeltresh as per this post? He's still Arzazel's friend at the moment, so I've got dips!


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Sampson strips his home of all decoration, and fills it with weapons and trophies from people he's killed. Upstairs is all one giant bedroom except for the stairwell. Backyard is his new practice yard.


In regards to Zeltresh, that was specifically for requisitioning supplies to aid in the interrogation of the captured spies/assassins. As Champions of the City, however, you all can enjoy a 10% discount on any purchases made while within Braganza. And just to remind, you all have 1,000gp floating around just aching to be spent (which I recommend before we move on to the next leg of the adventure, as shops will be few and far between for a bit).

And on the subject of Downtime stuff: I actively encourage it, but please bear in mind that it's going to be an "in the background" kind of deal.


Half-orc Brute | HP 31/31 | 2+1 Hero Points
Stats:
AC 18/14/14 | Fort +6 Ref +7 Will +4 | Init. +3 | Perception +8, 60-ft. Darkvision | CM +8/21 (+3 vs dirty trick)

Any way to requisition military supplies like armor without paying for it?

Did you have a chance to review the brawler build?

With Zeltresh's help for potential magic, can I liquidate the following stuff that Arzazel found and never told anybody? I expect the feather to be magic.
* a silver holy symbol of Abadar
* a black swan feather affixed to a silver necklace
* a small, multi-faceted rhodochrosite gem
* masterwork hand axe

cheers


Yep, Arz 2.0 looks good. As to the gear, you'd be better off just hocking it through Darvan and his Aspis cronies than trying to drop it off in the military's lap.

The necklace is a Feather Token (minor wondrous item). I'll have to run back and double-check on the rhodochrosite's value, but I think it was 50gp. Silver holy symbols are valued at 25gp.

I'm still coming up with something to replace Sampson's trait bonus, btw; haven't forgotten about it. Just want to implement something of equivalent value that ties into your class ability in some way. If all else fails, I'll just keep the bonus the same, but applying to your new thing instead of the challenge.


Arcane Duelist 3| HP: 23/24 | AC: 18 (FF: 13, Touch: 13) | Fort: +2, Ref: +7, Will: +3 | Hero: 3 | Per: +5

Brimley, I may recruit a couple "Teams" that will serve a in a defensive capacity, no combat role unless our camp or my home is attacked.

Team 1: Cavalry Archers, representing a detachment of the Order under my command.
Team 2: Elite Guards, consisting of Therian, Dante, and 3 other NPC's to serve as house guards.

Neither will generate income, purely for background RP and security. That ok?

Also, can I build a stable onto my manor house?


Yep, and yep. You guys can try and get whatever you want going, honestly, I just wanted to be upfront about this not turning into the Downtime Express to the exclusion of anything else.


Arcane Duelist 3| HP: 23/24 | AC: 18 (FF: 13, Touch: 13) | Fort: +2, Ref: +7, Will: +3 | Hero: 3 | Per: +5

K. Will work on a long post in the morning. Going to assume Eodric is cool with me gathering some Squires into a unit to come with.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

I essentially just want to strip out my house and make it all spartan and zen. Then set up a practice space with some dummies etc. Should be pretty straightforward.


Male Gnome Sorcerer 3

Ooo .... Shiny! Will plan out Zeltresh's house tomorrow as well as make some downtime crafting requests. Better to make than buy!


Half-orc Brute | HP 31/31 | 2+1 Hero Points
Stats:
AC 18/14/14 | Fort +6 Ref +7 Will +4 | Init. +3 | Perception +8, 60-ft. Darkvision | CM +8/21 (+3 vs dirty trick)

Oh I meant Arz needed Zel's help to identify. But yes Darvan would be the way to sale.

Sell items for half price? Gems for full?


Half-orc Brute | HP 31/31 | 2+1 Hero Points
Stats:
AC 18/14/14 | Fort +6 Ref +7 Will +4 | Init. +3 | Perception +8, 60-ft. Darkvision | CM +8/21 (+3 vs dirty trick)

Is the a black swan feather affixed to a silver necklace a
bird feather token or a swan boat token?

He'll buy a Mithral Shirt for 990 gp (1100 gp with 10% discount)

Then see how much he has leftover.

Probably will specify manor layout later. Arzazel has so much more room than he could possibly imagine.


Male Gnome Sorcerer 3

1st Floor:
C1= Stairs
C2= Kitchen/Laundry
C3= Dining
C4= Yard (hopefully with a LARGE fountain for access to water during nuisance fires both small and large)
C5= Sitting Room
C6= bedroom

2nd Floor:
Lg Bedroom (20x30)
Sm Bedroom (10x20)
Vault/Storage (20x20)
The rest of the upstairs is lab/work area (approx. 30x60)

And while its probably a little too soon for Zeltresh to have a true apprentice, is there a way to recruit a 'lab assistant' to help with research/crafting/etc?

During the course of the week Zeltresh won't exactly be shopping but will want to make a stop at the military's stores to acquire a small supply of standard reagents to stock his lab....and maybe leverage his newly minted celebrity status to get access to a few more uncommon reagents to play with?

Then, since this is the first chance he's had, he'd spend the rest of the downtime experimenting with crafting gear. (Im off to reread the crafting rules to make a wish list.....)


Male Gnome Sorcerer 3

OK, looks like from a timing perspective Zeltresh can fairly quickly add +1s to armor for those who have 500gp to spend, or possibly some small wondrous items. If Im reading the rules correctly it looks possible to churn out 2 of these types of small items per day.

Zeltresh will spend the first crafting day working for himself....

item #1: Campfire Bead as a first item he's ever crafted, keeping it simple with no experimentation or anything (other than using Crafter's Fortune of course.)

crafting cost = 360gp
DC = 6 (5 + CL1)
Spellcraft check, with Crafter's Fortune: 1d20 + 8 + 5 ⇒ (3) + 8 + 5 = 16

item #2: Again nothing too fancy, just Bracers of AC +1. This time he WILL be experimenting using the metal scraps he collected from the big juju construct (unless his trip to the stores got netted him something better). And I don't know if you are allowing multiple experimentations/reagents, but everything he does of course has a little fire mixed in for good measure!

crafting cost = 500gp
DC = 12 (5 + CL7)
Spellcraft check, with Crafter's Fortune: 1d20 + 8 + 5 ⇒ (10) + 8 + 5 = 23 with maybe another +1 due to the uncommon reagent?
Experimentation Check w Trait bonus: 1d100 + 1 ⇒ (9) + 1 = 10 not sure how much +/- the 23 gets me.......or if the Crafters Fortune bonus applies to the Experimentation roll also.....but rolling that low on d100 makes me VERY nervous.......

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