GM Blood's Savage Tide

Game Master David James Olsen

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Male Gnome Sorcerer/9 - (HP: 49/49 - AC20;FF17;T18 - F+5;R+6;W+7 - Init+9 - Per+11)

All:

I hate to do this, but I think that I need to pull out of this and the Mummy's Mask campaigns. I know that both have been held up for me, and I had intended to have characters for them. However, I have had a tough time, and I do not know why, getting these characters put together. Then, two weeks ago, I received a new job opportunity which is going to pretty much negate my ability to post during the day.

It is possible that I will be able to easily keep up with everything, but for now, I do not think that adding yet two more campaigns to my current load is the right thing to do, for you all or for me.

If someone has another player to slot in for me, that is fine. They can either use my characters/ideas, or build their own. If I find I have more time than I think I will, then, I will happily rejoin should someone drop out, or you all want to add another player.

Thanks for the option, and I hope you all are able to move forward with your spelunking and pirating.

Tirion


I understand. I am going to have to make some of the same choices and get my games down. After the break I haven't even checked a number of them yet, no time.

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

Sorry to hear that Tirion... Will we pause a bit as we wait for a replacement or forge ahead?


I have a replacement, just need to do his background so we may need a slight pause to get him up to speed.


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

No problem. We can wait.

And, selfishly, sorry to hear that Tirion (Less selfishly: congrats on the new job!)


Male Gnome Sorcerer/9 - (HP: 49/49 - AC20;FF17;T18 - F+5;R+6;W+7 - Init+9 - Per+11)

Thanks. I enjoy gaming with you all, but really need to focus on my work for a while. I hope that I do not need to drop any active campaigns, and plan on continuing everything that I am in. It just seems prudent to hold off on joining any more for a while, at least until I determine how work is going to affect my family and current gaming.


I was just thinking about how great this AP is and how even better it is without the shackles of alignments. I ran Crimson Throne in my home game and did it without alignments so they would choose to do things, or not do things, without justifying it because of their alignment.

When reading through this AP I really got the sense it could be done Guardians of the Galaxy style with anti heroes that do the right thing. One of the reasons I though the no core races could work for this.

Glancing through your characters to see alignments I saw CG, CN or N. I think this could work ;)


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle totally fits in with that. He's definitely anti-hero material.


And speaking for the CN Julian, much like Han Solo he starts out cynical and mercenary. I am about to try and haggle for more money for us or a share of the profits.

Maybe Julian is like the leader of the Guardians of the Galaxy except he plays his own music. Maybe I need to play the mix from the movie (which you can google-- quite a good playlist)

The ship and crew are in his backstory. Feel free to do with them as you wish (get the ship impounded, crew sails off without him, ....Maybe I shouldn't be making these suggestions)

I did not plan on starting with a pirate ship to sail around on and gain anything but story points for it.

Quartle, if allowed, maybe you take the mummys mask trapfinder trait to get trapfinding too. That is what I was angling for. But now I plan to cover all the diplo and knowledge skills and try for some stealth and acrobatics too. Dropping disable from my list eases my skill burden a little and let me take a better trait.

Finally, the skald has no feat like lingering performance to go with raging song though the developers say they intend to maybe add them later. I do not know what you think of having lingering song work with raging song, but it definitely lets me use some major action economy to get much more out of my seven rounds a day.

Given the magic weapon tack in the custom rules, it appears to be an excellent way to grant the group magic weapons.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Might consider that if GM Blood allows it. I can pick up trapfinding as a slayer talent too at 8th level. Might be a little late, but I can get it that way too.


My son is currently in love with the movie and the soundtrack (Except for the David Bowie song, I had to pull that.) I even got some more songs from the era suggested by the director on songs that coule be on Awesome Mix #2


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

As a follower of a good-aligned deity, apparently I'll be stuck acting as the group's conscience? Sigh.

:)

It's too bad there are no subdomains (sub-blessings) for warpriests. Growth (Plant) could certainly get someone into Grootish territory.

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

Celentria is likely a little more pure hero than anti-hero. She may very well end up the conscious of the group. The good side of Chaotic good is strong, though rebelling against injustice is well within her wheelhouse.


We need a groot!!! So good will have a place.


Pirate Ship - For now say they are busy doing a "special" job so you have some shore leave. I have some ideas however for them so they will potentially be around.

Day: 1d30 ⇒ 7


See your Age of Worms game topic!

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

I am on travel this week and have less access than I anticipated. Should be back to normal on Monday. Sorry.


Didn't get a chance for an update today, for sure tomorrow!


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

Please note I'll be away from Friday to Sunday, then from Wednesday to Monday again. I'll try to post, but it might not be possible. Please bot me as needed.


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

@GMBlood: If I user my blessing to enhance my claws, which makes them glow, can the got be covered up (with gloves, for instance)?


Should we get things going? I think we want to get everyone on the boat now.

I can glitterdust the two crossbowmen.


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

Yes, let's.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

I agree. Ready to start now. As soon as I see your glitterdust go, I'll know hostilities are underway.


I realized it is a one round glitterdust :-) Perfect for a distraction only.


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok
N'Dateh wrote:
Please note I'll be away from Friday to Sunday, then from Wednesday to Monday again. I'll try to post, but it might not be possible. Please bot me as needed.

I'm back!

I need to go through a lot of posts, but I'll chime back as soon as possible. Thanks for your patience!

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

Regarding the question on bardsongs, here is the relevant quote:

"An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls."

I would say that the bonus applies at least to the attacks, as those are not specified as being weapon only. Also, I would personally rule that natural weapons count as weapons for this point. It would not count for spell damage and such...

GM?


Julian is using a special skald ability:

A spell warrior gains the following raging song, allowing him to grant his ally's weapons enhancement bonuses and special powers.
Enhance Weapons (Su)
At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 to one weapon, +4 to two weapons, +3 to three weapons, or +2 to four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose.
These bonuses can also be used to add any of the following weapon special abilities to the weapons enhanced by this ability: dancing, defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, seeking, or speed. Adding these weapon special abilities consumes an amount of bonus equal to the special ability's cost (see Table: Melee Weapon Special Abilities). These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon already has, though duplicate special abilities do not stack. If an affected weapon is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be added.
The bonus and special abilities granted by this raging song are determined when the song begins, and cannot be changed until the raging song ends and another is begun. These bonuses apply to only one end of a double weapon. The wielder of a weapon enhanced by this raging song counts as if she is under the affect of an inspired rage raging song for all purposes involving the skald’s rage powers.
This ability replaces the inspired rage raging song.

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

I stand corrected.


I think it applies to unarmed and natural.

GM Blood may say it makes our weapons magic to get past Dr and such, but our bonuses come from the house rule one per level to save range armor shield or melee.

In that case, at level 5 abilities will stack on it.


With the house rules going I would rule as such:

His skald ability makes everyone's weapon magic while it is going, able to overcome DR and such. Your bonuses to attack do not change unless the bonus granted is larger than the bonus you picked (So if you do not have the melee bonus picked this would give you +1. If you had +1 to melee picked and his ability grants +2, you would the difference)

Did I word that clearly enough?

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

FYI, I had mis-added Celintria's attacks and damages slightly. Didn't incorporate the Melee bonus correctly and forgot Combat Expertise.

She will normally use both Combat Expertise and Power Attack which will result in her having a +5 attack and +7 damage with her Rapier and a 20 AC.


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok
GM Blood wrote:

With the house rules going I would rule as such:

His skald ability makes everyone's weapon magic while it is going, able to overcome DR and such. Your bonuses to attack do not change unless the bonus granted is larger than the bonus you picked (So if you do not have the melee bonus picked this would give you +1. If you had +1 to melee picked and his ability grants +2, you would the difference)

Did I word that clearly enough?

Ok, I understand now. In that case, would it be possible to switch the melee bonus I've received to another kind? If not, then Julian's ability is not as useful.

No pressure. Just asking :)


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Just for the record, I'm apparently dumb and wasn't applying sacred weapon damage from my claws. Anything I have a weapon focus feat for applies. So d6 damage instead of d4. Duh.

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

FYI - Camping this weekend - no internet.


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

I won't be able to post much during Easter. Please bot me if needed.


GO Wisconsin!! GO Big 10!!

I have Leineys in my fridge for luck.


Yes, it was tough last weekend being at Gary Con and having the NC and Arizona games on, but somehow the holes in my schedule aligned to allow me to watch both games!

However, I have been drinking Hopalicious from Ale Ayslum for each of the last 3 games so I have to keep that tradition alive!

After basketball is done I have a pretty open sports schedule until football starts up again! This year basketball has been a wild ride no matter what happens tonight.

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

All,

I have a big trial coming up Wed-Tuesday of next week. I hope to still be able to post regularly, but if I'm not responsive and slowing things down please NPC me.

Thanks!


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

Please note I'll be mostly away from a computer starting tomorrow. Bot me as needed.


Hitting the perfect storm of a buzz saw between work and home the last few days. Will try and post tomorrow!


Celentia, isn't your damage +5 instead of +7? I think your to-hit is +7

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

+4 Dex, +2 Power Attack, +1 Melee Bonus.


Makes sense!


I see now. It was to the creature with that many eyes. Nice riddle.


300gp each so far.

We could do some research / checking around.


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

What about the platinum?

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

Searches, Gathering info, etc:

What I have found works best is having one person, with the highest score, take 10 on searches, gathering info, and similar tasks while the rest aid another.

If we use Celentria's diplomacy at +7, then build on it we would end up with between a 17-25 guaranteed on every attempt.

For searches Quartle's +7 perception would have similar results.

What do we think?


In this case I had already rolled for everyone, and that was what was discovered :)


I guess I come from the old school where the actions mattered more than the rolls.

New school = here is my gather info.

Old school = describe explicit actions that would get results.

New school = here is my search roll

Old school = I look for objects in the bas relief on the wall that will move.


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

I think that makes sense, generally -- but we're not always all in a position to help each other

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