GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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HP: 9/9 AC:16:13:13 Saves:3:5:2

The next batch of books will soon be shipped and subscribers will be getting their PDFs starting thursday


Whats on tap next? (I only get the APs and I won't be running the current one more than likely)


HP: 9/9 AC:16:13:13 Saves:3:5:2

Advanced Race Guide
Campaign Setting: Lost Kingdoms
Campaign Setting: Skull & Shackles Poster Map Folio Print Edition
Player Companion: Blood of Angels


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

The new pirate adventure path made me think of pathfindering the water adventures U1-U3 modules. Unfortunately most parties would not survive as that series was brutal if played properly. I think I remember actually going through as a player in an entire party of halfling thieves.


The race guide and blood of angels intrigues me


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

Blood of Angels sounds cool. Would be nice to have a counterpart to the tiefling details.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Having went through Blood of Fiends, Dryn would've turned out quite abit different I think. I went pretty light-hearted with her to counteract the Tiefling aspect (maybe a tad too much to be honest).

Can't wait to see what Blood of Angels has in store.


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 have a tiefling Oni-Spawn in a S&S campaign. She is a druid, so far had been fun. Using the Alter Self is interesting at the right time. Same thing with the others, there are some interesting powers. I assume that the Angel/Assimar varieties will have similar powers.


HP: 9/9 AC:16:13:13 Saves:3:5:2

For the blood of angels, I heard there will only be 6 varieties compared to the 10 varieties in blood of fiends.

Since level 3 will be coming up either after or hopefully during the observation post adventure.
I think we should plan our level up's to befit one another,
Like my lullaby cantrip and Aarakess' slumber hex.

Since I'll be leveling up in bard(Archaeologist)
I'll get a new cantrip and a 1st level spell, and Trap Sense (Ex) +1
(I'll take Resistance and thinking on the 1st level spell)

I am looking at getting weapon focus(whip) as a feat so I can get Whip mastery later.


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

Rohara will stay with Cleric for now...

Not really sure on feats. Improved Channel is an option, only +2 to the DC to resist. Not sure if Extra Channeling can be taken again for another 2 channeling attempts and even if that is worth getting.

I am open to any other options/suggestions others might have...


You can take extra channeling as many times as you want


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'm not a big fan of improved channel. I am a fan of toughness for the primary healer.


HP: 9/9 AC:16:13:13 Saves:3:5:2

you could go for;
heavy armour proficiency,
meta-magic feats,
item creation feats,
Lightning Reflexes,
skill focus,
alertness,


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

Toughness and Improved Init would both be good. You do not seem to be a combat oriented cleric. Creation feats are fun, they make the party more powerful, but are kind of boring for role playing - really you get items cheaper is about it. Meta-magic are not as great for clerics in my opinion, but are not bad. As the most perceptive character in the group, Alertness is not bad.

I have not really thought about it, but I will probably take another Extra Hex, most likely Cackle.


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'm taking another level of ranger, and gaining access to adaptation -- considering we already have an amphibious party member, I suspect I'll take the natural armour.

In terms of feats, I'm not sure. As I was planning to be a switch-hitter, I may dip into the Point-Blank Shot tree, but at the same time, I'm thinking Improved Shield Bash might be the way to go.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Featwise, probably Point Blank Shot (so I can get Precise Shot at lvl 5). I hate that stupid pre-req. Not sure what Infusion to take yet (was thinking Detect Secret Doors).

I do get Swift Alchemy next level, though since I went Chirurgeon, I don't get Poison Use, so not much use in combat. Making Alchemical items in half the time is nice though.


HP: 9/9 AC:16:13:13 Saves:3:5:2

I got Detect Secret Doors as a 1st level spell already


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Crafter's Fortune then sounds good. A +5 on making alchemy items combined with swift alchemy? Yea!


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 is the most undead diseases ever to incubate in one creature?


You need to get third level so you don't find out!


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)

Don't ask that aloud -- Dryn'll pickle you for study. ;)


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

It does make for an interesting idea. A better one is to see what gets through a Paladin's disease immunity. How many plagues can I trick Justin into eating?


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)

Kilthan will want to stand the heck away from Dryn, especially if she's ever hit hard enough to break her little specimen bottles.


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

Justin hit AC 21 penalties from terrain?


Skeletons have AC 18 and the tables give them +4 to AC from cover. (as do you from them)

A table can be turned over as a move action

The terrain only counts as difficult terrain for movement


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)

That's it. I'm buying a freakin' shield.


HP: 9/9 AC:16:13:13 Saves:3:5:2

Why not dip into fighter with a armour boosting archetype.
(Armour Master, Phalanx, Shield, or Tower Shield)


Just a note tomorrow Saturday Afternoon I will be having my friends over for the Age of Worms game that inspired this one. That will certainly include way too much to drink (house rule is one must take a shot of booze after rolling a 1 on an attack) so I won't be updating in the afternoon until sometime Sunday.

Starting the 7th chapter out of 12, characters just reached 13th level

Dwarf Paladin of Torag with a cleric of Torag as a follower
Elven Inquistor
Human rogue/shadow dancer
Human Evoker (Admixture School)


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 have noticed, to my chagrin, that skilled rider replaces divine health at 3rd level. So Justin is having so much fun fighting diseases, he refuses to take the easy way out with divine health.

Maybe riding a horse in full plate is not so good when you are incubating multiple diseases in your body.

A dip into fighter to grab a tower shield is not a bad idea. The dwarven waraxe is a good weapon with a shield. But with the healing capacity of Rohara (and Ingrid and Arakess providing backup healing if needed) I planned to dish out damage with two handed weapons and hoped the healers would help me take it.


You just made my day, I can't wait for all the diseasie goodness in store!


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

Just get a buckler and zap a few +++ into it.


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'm thinking since I took two-weapon as my style it makes sense to focus on the shield-bashing feats -- sadly you can't bash with buckler, though, so it'll have to be a light shield.


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

Two Weapon fighting is good - get improved shield bash and then Shield Master when you can. Might be worth asking DM Blood if you can change from Two Weapon style to Weapon and Shield. Shield Master lets you take no deduction to attacks for using a shield, PLUS, you can get the shields bonus as a weapon bonus - suddenly that +3 spiked light shield is a +3 weapon, pretty cool.

Also, Saving Shield and some of the other shield feats are pretty good as well.


I don't have a problem with that at this stage


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

As a note, I will be away from home for the next week. Should be able to post in the morning and evening, but there are no guarantees. If I miss a day and am holding something up, please have someone post for me. I doubt I will miss a day, but one never knows being in the road.


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 debated that -- not sure if I wanted to go that way or not -- all of the feats that you get from Weapon and Shield are feats without nasty requisites (the big exception being, obviously, shield master at +6 instead of +11) -- whereas TWF lets me keep taking the additional attack feats (Impy TWF, Greater) without the dex to qualify for them, so that I can get multiple shield bashes.


HP: 9/9 AC:16:13:13 Saves:3:5:2

I found a nice freebie PDF
and it has drinking rules, and 2 feats


I am finally finished with my conversions through #7. When I ran through it with my friends, I ran #1 and #2 as printed 3.5, converted roughly #3 to core rules, converted #4 roughly with APG thrown in, and did full conversions through #7 (You can tell by the conversion above when we ran them, #1 Beta rule, #3 and #4 Core and #4 APG was out)

So now I can take a deep breath knowing I have at least 6 months before having to finish converting #8


HP: 9/9 AC:16:13:13 Saves:3:5:2

I got the ARG,
and it has some really nice stuff.

Elf:
Racial traits
Arcane Focus:
Darkvision:
Dreamspeaker:
Elemental Resistance:
Envoy: Elves
Eternal Grudge:
Fleet-Footed:
Lightbringer:
Silent Hunter:
Spirit of the Waters:
Urbanite:
Woodcraft:

Feats
Attuned to the Wild
Elven Battle Training (Combat)
Guardian of the Wild
Mage of the Wild
Spirit of the Wild

Half-Elf:
Racial traits
Ancestral Arms:
Drow-Blooded:
Drow Magic:
Dual Minded:
Sociable:
Wary:
Water Child:

Feats
Discerning Eye
Elven Spirit
Exile’s Path
Half-Drow Paragon
Human Spirit
Multitalented Mastery
Neither Elf nor Human
Seen and Unseen
Shared Manipulation

Human:
Racial traits
Adoptive Parentage:
Dual Talent:
Eye for Talent:
Focused Study:
Heart of the Mountains:
Heart of the Sea:
Heart of the Snows:
Heart of the Sun:
Heroic:
Silver Tongued:

Feats
Bestow Luck
Critical Versatility (Combat)
Dauntless Destiny
Defiant Luck
Fast Learner
Fearless Curiosity
Heroic Will
Huntmaster
Improved Improvisation
Improvisation
Inexplicable Luck
Intimidating Confidence
Martial Mastery (Combat)
Martial Versatility (Combat)
Surge of Success

I'll post the aasimar and tiefling stuff in a bit

and yes there are spells in the book


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

No one would animate dead where Justin could see it.


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

Ooooo...

If you have any more info on would be appreciated. (No rush, when you have the time, and any time before leveling.) Thanks.

Spoiler:

Bestow Luck
Dauntless Destiny
Defiant Luck
Fast Learner
Fearless Curiosity
Improvisation
Inexplicable Luck
Intimidating Confidence
Surge of Success


I need to get my hands on this book

First because it seems awesome

And because I want to run another game using this race book.


HP: 9/9 AC:16:13:13 Saves:3:5:2

Human Feats:
Defiant Luck
You can sometimes defiantly shrug off spells and attacks
that would kill a lesser creature.
Prerequisite: Human.
Benefit: Once per day, after you roll a natural 1 on a
saving throw or a critical hit is confirmed against you,
you can either reroll that saving throw, or force the
creature that confirmed the critical hit against you to
reroll the critical confirmation roll. This does not stack
with other effects that allow you to reroll a saving throw
or an attack roll. You may only make one reroll.
Special: If you are using the optional hero point system
(Advanced Player’s Guide 322–324), you can also spend 1 hero
point when a critical hit is confirmed against you to have
the opponent reroll the critical hit confirmation roll.

Fast Learner
You progress gain extra versatility.
Prerequisites: Int 13, human.
Benefit: When you gain a level in a favored class,
you gain both +1 hit point and +1 skill rank instead
of choosing either one or the other benefit or you can
choose an alternate class reward.

Fearless Curiosity
Your desire to see and experience the world overrides
healthy caution.
Prerequisites: Cha 13, human.
Benefit: You gain a +1 bonus on saving throws against
effects with the emotion descriptor. In addition, for any
round in which you begin your turn affected by a fear effect,
you gain a new save at the beginning of your turn to reduce
the severity of the fear effect, from panicked to frightened,
frightened to shaken, and shaken to unaffected.

Improvisation
You can figure out how to do almost anything.
Prerequisites: Int 13, Fast Learner, human.
Benefit: You gain a +2 bonus on all skill checks for
skills you have no ranks in. Furthermore, you can use all
trained skills untrained.

Surge of Success
Your success drives your further actions.
Prerequisite: Human.
Benefit: When you confirm a critical hit or roll a
natural 20 on a saving throw, you gain a +2 circumstance
bonus on a single attack roll, saving throw, skill check, or
ability check of your choice before the end of your next
turn. You must choose to use this bonus before you make
the attack roll, saving throw, skill check, or ability check.

and there are 3 human spells, BESTOW INSIGHT, BLACK MARK and OLD SALT’S CURSE.
BESTOW INSIGHT is a spell a cleric can learn the other two are druid and witch only.

2 Elf Feats:

Attuned to the Wild
You share a strong mystic connection with one type of
wilderness terrain.
Prerequisite: Elf.
Benefit: Select one type of terrain from the ranger
class’s favored terrain class feature (except urban). While
you are in your selected terrain type, your natural healing
rate (the amount of hit points and ability damage you
heal from a full night’s rest) doubles.
Special: You can take this feat multiple times. Its
effects do not stack. Each time you take it, it applies to a
different terrain type.

Mage of the Wild
Your mystic connection with the wilderness enhances
your spellcasting.
Prerequisites: Attuned to the Wild, elf.
Benefit: When you are in a terrain type you have
selected the Attuned to the Wild feat for, you gain a
+2 bonus on caster level checks, concentration checks,
and, Knowledge (arcana) and Spellcraft checks. If you
are in an area that qualifies as more than one kind of
terrain, these bonuses do not stack; you receive the bonus
for only one of the terrain types.

all 3 elf spells can be cast by a witch
BLEND, WARD OF THE SEASON and WHISPERING LORE


HP: 9/9 AC:16:13:13 Saves:3:5:2

Aasimar:
Traits
Celestial Crusader:
Deathless Spirit:
Exalted Resistance:
Halo:
Heavenborn:
Immortal Spark:
Incorruptible:
Scion of Humanity:
Truespeaker:

Feats
Angelic Blood
->Angelic Flesh
->Angel Wings
->->Metallic Wings
Celestial Servant
Channel Force
->Improved Channel Force
->->Greater Channel Force
Heavenly Radiance

Tiefling:
Traits
Beguiling Liar:
Fiendish Sprinter:
Maw or Claw:
Prehensile Tail:
Scaled Skin:
Soul Seer:
Vestigial Wings:

FC
Alchemist: Add +1/2 to the alchemist’s bomb damage.

Feats
Armor of the Pit
Expanded Fiendish Resistance (can be taken man times)
Fiend Sight (can be taken twice)
Grasping Tail (works better with tail trait)


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Hmm, I may want to modify Dryn around the 20th when I get that book. That Alchemist FC bonus looks delish. With GM approval of course. Too bad I didn't get Puppy Dog Eyes racial trait to help with my Beg GM rolls.


HP: 9/9 AC:16:13:13 Saves:3:5:2

ask on a racial trait or a feat and I'll post it up.


HP: 9/9 AC:16:13:13 Saves:3:5:2

here's some of it

3 Tiefling racial traits:

Fiendish Sprinter: Some tieflings have feet that are more
bestial than human. Whether their feet resemble those
of a clawed predator or are the cloven hooves common to
many of their kind, tieflings with this trait gain a 10-foot
racial bonus to their speed when using the charge, run, or
withdraw actions. This racial trait replaces skilled.

Maw or Claw: Some tieflings take on the more bestial
aspects of their fiendish ancestors. These tief lings exhibit
either powerful, toothy maws or dangerous claws. The
tief ling can choose a bite attack that deals 1d6 points of
damage or two claws that each deal 1d4 points of damage.
These attacks are primary natural attacks. This racial trait
replaces the spell-like ability racial trait.

Prehensile Tail: Many tieflings have tails, but some
have long, flexible tails that can be used to carry items.
While they cannot wield weapons with their tails, they can
use them to retrieve small, stowed objects carried on their
persons as a swift action. This racial trait
replaces fiendish sorcery.

2 Tiefling Feats:
Fiend Sight
Your eyes develop keener sight in dim light and darkness.
Prerequisites: Darkvision 60 ft., tiefling.
Benefit: You gain low-light vision and your darkvision
improves to 120 ft.
Special: You can take this feat twice. When you take
it a second time, you gain the see in darkness universal
monster ability (Bestiary 2 301).

Grasping Tail
Your tail becomes more useful.
Prerequisite: Tiefling.
Benefit: You can use your tail to grab stowed items.
While you cannot wield weapons with your tail, you can
use it to retrieve small, stowed objects carried on your
person as a swift action.
Special: If you have the prehensile tail racial trait, you
can use your tail to grab unattended items within 5 feet
as a swift action as well as to grab stowed objects carried
on your person; you can hold such objects with your tail,
though you cannot manipulate them with your tail (other
than to put them in your hand).


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Ohmigawd!! I love the Prehensile Tail!


HP: 9/9 AC:16:13:13 Saves:3:5:2

I think the GM will allow the swap out.

Prehensile Tail and Grasping Tail is a sweet combo

you want to see the other 4 traits and 2 feats?


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

My wallet is already telling me I'll have that book soon, but sure, might as well take a looksie!

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