GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

I think we go haste and haste from witch and bard.


HP 101 of 110 - AC 24 (T 13, FF 21) - F +10, R +5, W +12

Just a thought, these guys are not the big bad yet and if we use two hastes to battle them what are we going to do after them? One option is dispel the slow. The other is to use one haste to counteract the slow and save another for after. And the last option would be to deal with being slowed. It depends on who becomes slowed and who does not.


HP 101 of 110 - AC 24 (T 13, FF 21) - F +10, R +5, W +12

GM Blood in your rolls I noticed that you have Rohara's perception as +4, it is +9.

Also with the Improvisation feat Rohara can use all trained skills, untrained.


I noticed my numbers were off earlier and I spent an hour or so this morning updating a whole bunch of stuff that I hadn't got to since Tobar left. It should be accurate from this point.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Here is where my old school tendencies may be surfacing.

The drow encounter was almost fatal. That was with our spellcasting and healing resources not strained. I would be hard-pressed to move past this encounter to fight an even tougher fight without fully resting and recovering. So, unless we have a time limit I am not aware of, I would not be in favor of pushing much farther.

Sometimes you put yourself in the position where one axe can kill somebody. Wait, we already did that once.


The limit is the mind flayer that can teleport in and kill you in your sleep


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

It was two axes. The first KOed me, then I got healed a little. Then I got axed again.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

a barred door is easier to defeat at 8th level than first


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

What a packer comeback!


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

That team has more luck than any team I have ever seen. The fumble falls right where a lineman can fall on it, then with 6 seconds left, he fakes a spike and the Dolphins fail to keep the receiver in bounds.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

A rookie on on one will not make that tackle in bounds.


That was an exciting game! And to do a Marino fake spike in their house is icing on top!


Male CG Male Dwarf Bard (Arcane Duelist) 10 HP 41/92; AC 19, T 12, FF 16; F+6, R+9, W+7(+2 v. Charm); Perc +12; Init +1

I'm a die-hard Brown's fan (the only kind that really exist, lets face it) so this Steelers win was one of the biggest sports events for us in decades.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Well, I get my Grade A syrup and find out it is from Wisconsin. So I ask, is Wisconsin now making better syrup then the northeast?

And the Browns could have pinned two losses on the Steelers. My brothers went to Miami of Ohio, so they like Roethlisberger. After seeing him play in college, I knew he would be great NFL quarterback given his talents and size.


What kind of syrup do you get?


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Wisconsin is just bigger with more people and a better marketing campaign (cheese hats). If you want syrup or cheese, there is only one state, Vermont. And this is hard for me to say as I am a born and bred New Hampshirite. Cabot Cheddar Cheese and most any good Vermont syrup will win at any competition.

GM Blood wrote:
What kind of syrup do you get?

There is only one type of syrup - maple. Anything else is simply a sugary sticky goo.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Winn Dixie's best is Anderson farms from Wisconsin at $10 for 16oz. You want the grade a amber.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Pshaw. It's not real maple syrup if it didn't come from Québec.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

But they do not have maple syrup or maple trees up there, instead they have some strange french equivalent thereof.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Nah. At worst, it's some bilingual equivalent thereof. ;P


I hate to admit in this thread that even though my wife buys the expensive stuff to put on French Toast or pancakes, I make her buy the cheaper stuff as I like that better than the fancy stuff....


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Has anybody ever figured out why all animal companions at level 9 get a feat that only helps horses? [Is there any other companion with secondary attacks?]

I mean, sure, it's snazzy that your wolf or axebeak gets an iterative bite instead, so it's not useless for all non-horses, but still. (Ok, fine, I admit that it's a little scary that some dinosaurs get second bites, or that the megafauna get second gores) -- but, for most species of companion, it's still a "Here have a bonus feat.. that you qualify for but can't actually use.")

Also @GM -- as we gain levels, is it possible to pick up levels in the new (ACG) classes?


Kilthan, if it makes sense in the multiclassing sense for one of those classes, I may not be 100% against that, but I haven't really had time to look at them at all yet.

That being said, I was thinking about doing a "Non Core" game here where the players had to pick a non core rulebook class (preferably ACG classes) and Non core rulebook races. (Feats/spells are still ok)

But what to run has been on my mind. Anything on any of your guy's wish lists?


Male CG Male Dwarf Bard (Arcane Duelist) 10 HP 41/92; AC 19, T 12, FF 16; F+6, R+9, W+7(+2 v. Charm); Perc +12; Init +1

Since we'd already be far outside the norm - what about the techy Iron Gods?


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Personally, I have never been a fan of anything involving tech or guns. There is a place for it in the rpg world, just not in D&D and its descendants, like PF.

I am game for most anything. I do not know much about Iron Gods, and might love it. I will have to carefully read the Player's Companion. I am also interested in Reign of Winter as that always looked interesting. I know very little about 3rd party campaigns, but am sure that there are interesting ones out there.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

In terms of the idea for Kilthan -- it wouldn't be an overlap "parent class" issue -- it would basically be dipping bloodrager (as I had originally wanted to dip Barb) -- which isn't forbidden to lawful folk like Kilthan. (Plus, a 1-level dip wouldn't slow down my AC, since Boon gets you 4 levels).

In terms of the non Core (or non-Core/APG, even) campaign -- I think either going with something kind of weird (like Iron Gods, as Skorhold suggested), or something that's a bit more of a romp -- maybe Skull and Shackles? (Swashbucklers abound!)


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)
Aarakess Halcorn wrote:
Personally, I have never been a fan of anything involving tech or guns. There is a place for it in the rpg world, just not in D&D and its descendants, like PF.

To be honest, that's how I feel in my own campaigns too, which is why I was very pleased to see the Bolt Ace Gunslinger Archetype. Basically, it's the whole mentality of the semi-mystic, grit, connection -- but to a crossbow.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I am currently having fun with oracles and shaman classes. I also really like Swashbuckler and Slayer. Not really sold on a lot of the others.

S&S would be cool. I have been in like 3 so far. All made it to about the end of the first AP, I think, and then died.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Everyone knows I am the old school regressive.

I now see the new shaman can channel better than a cleric WITH hexes to boot, have a familiar while retaining full spell progression to 9 with 3/4 bab. Not sure I like that.

Put me down for an arcanist and would vote for the new iron gods.

I hope I can truly flank--I miss without it


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Sort of depends. Shaman actually gets 1+Cha channels versus the 3+Cha for the cleric, and then only if it takes the Life spirit. My character for the other game gets some extra undead harming channels from her archetype.

The hexes are nice, although there are fewer of them than a witch gets. The shaman is a full caster, but has a very restricted list of spells. Some nice ones, but nowhere near as diverse as either the full cleric or wizard.

Also, unless you take the Life spirit, you do not get Channel at first level, thus you cannot take Selective Channel at first level as most clerics do. This results in either taking the generic feats (Toughness, Improved Init, etc.), or dropping ability points into Dex or Int to allow the Dodge or Combat Expertise series of feats.

All in all, it looks like a fun class. Slightly overpowered perhaps, but I think that all of the ACG classes are, just look at the Warpriest, Slayer and Swashbuckler. I have not examined the other classes much, but assume that they have similar power creep.


I feel the same about fantasy and tech, however I was very intrigued by Iron Gods and still kept my AP subscription and its pretty good. Maybe I just liked having material that was out of the norm for me. Just in case sometime down the road. On a side note when my real life gaming group did Dawn of Worlds and made our own gaming world using those rules I threw in a long lost Dragon Men techomage civilization that made everyone else raise an eyebrow at the choice of it that I normally wouldn't do

Reign of Winter is outside the norm as well, that might not be your favorite either.

I do have some third party stuff and I could even do some conversions from dragon magazine if you wanted almost totally unknown


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I will try to read up on the Iron Gods. RL is sort of nuts right now. I just took over a case that was not handled very well. If I cannot get the court to continue the trial date, I am going to have an insane amount of work over the next 3 weeks getting ready for trial. Trying to figure out 8 years of litigation in the last 2 weeks has been a nightmare and I am probably only 1/3 of the way through the file.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

I had started a Reign of Winter on the boats (one of my many orphan aliases).

What I found weirdest about the campaign guide is that it pushes you toward wonderful winter/snow/ice related characters... And then starts you hundreds of miles away and you need to justify why your Ulfen or Kellid is there.

Still, I think it'd be fun to play.. And more interesting than something like Carrion Crown.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Well, after looking at the ACG classes, and if we are using the 35 point race/ability system, I think that I might try a hobgoblin brawler. Don't have much more.

I would not mind trying S&S if others are up for it and have not played it.

I never got into a Reign of Winter campaign. Applied once of twice and that was one of those times that I realized I was probably doing too much.


How about older than recent aps? Either the ap before worms....Shackled Cityor after, Savage Tide


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Not familiar with them. But I am usually game for most anything.


Not familiar is good. You'll have no idea what will hit ya!


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Can't say -- not familiar with the "Greyhawk" APs to be able to judge them thematically.

I'm pretty much up for anything, though -- we're a pretty good group and imagine we can make anything fun.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I love Greyhawk - at least I did in the AD&D days. Still have the boxed set and big poster sized map. I know the landscape and have a distant recollection of the countries. Obviously, anything new or detailed I would be unlikely to know about.

Something pirate related could be cool. I envision my character being an escaped gladiator slave or something of that nature.


I think some of the older APs in dungeon where less of a theme and a little rough around the edges....and that is what I like about them!

However, I can do whatever, but I do know that Shackled City is highly regarded. However Savage Tide may be up more of the alley for this concept of non core races. There is also a free Player's Guide!

I would probably just convert it to Golarion, unless you guess want to do a Greyhawk thing. I'm sure most Deities would be easy enough to convert and I think most of the AP is outside most civilized areas so either way....


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Well, I would be in for any of those.

May try the arcanist out -- it has some interesting features.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Savage Tide, I do think, would be a better fit for the non-core races idea (better than Shackled City -- and likely a lot of the "actual" Golarion-based APs). [See what you've done?! You've got me doing research on the "old" APs...]

And it would still have the pirate-related thing, which is pretty spiffy.


You pretty much summed up my thoughts on running Savage Tide between my twist on it and some of your input.

Now Kilthan and Justin and in for sure. Sounds like Aarakess is, but I know you have a full plate in the upcoming weeks, but it may take some time to get everything started anyways.

Rohara and Skorhald interest/time for it?

I only ask that if everyone does want to do this too, then shake up your roles some!

Also I will start something soon on the official rules, but it will be similar to what I did for my Rappan Athuk game. (With maybe a tweak or two as well)


Male CG Male Dwarf Bard (Arcane Duelist) 10 HP 41/92; AC 19, T 12, FF 16; F+6, R+9, W+7(+2 v. Charm); Perc +12; Init +1

I am in.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

If Justin's handling Arcane (via Arcanist) -- and I won't be a skirmish/melee sort in the new party...

Might go for the ranged role via Gunslinger (Bolt Ace), support as a Skald, or divine via Shaman (or maybe Warpriest).


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Definitely looking at the melee classes - Swashbuckler, Slayer or Brawler. Most likely would be either a hobgoblin brawler, an ifrit swashbuckler. Not sure what the race for the slayer would be.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

My plan is an occultist arcanist with the nerfing of the standard action summon ability to a full round summons as per GM Blood no std action summons. I will be trying a small periblooded aasimar albino with pale, whispy red hair and yellow eyes.

Given the cool aasimar ability to look like a race---I think I will appear to look like a ratfolk. Albino, small, ratlike, and emberkin all work well together.


Male CG Male Dwarf Bard (Arcane Duelist) 10 HP 41/92; AC 19, T 12, FF 16; F+6, R+9, W+7(+2 v. Charm); Perc +12; Init +1

I'd like to try out swashbuckler. I haven't looked much at race points so that is one I have to figure out.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Maybe I should be an aasimar to look like a goblin. A fallen angel punished to redeem himself as a goblin. That makes for an epic story. Start CN and try to move to CG and worship any deity that is a sucker for a good redemption story. Cayden if Golarian.


HP 101 of 110 - AC 24 (T 13, FF 21) - F +10, R +5, W +12

To be honest, none of the Hybrid Classes appeals to me in the least. They all might have something, but lack in other areas. So I think I will have to pass on the game. Thank you for the offer and consideration though. :) The best of luck and fun to the rest of you.

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