GM Derek W's Dragon's Demand Playtest (Inactive)

Game Master Derek Weil

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Technic Siege/Full Map

Go ahead and post away. We'll try to get going early next week.

Grand Lodge

Male Urban Ranger 4 (AC 21 w/extract 17 {t12,f15}; HP 35/36; Fort: 6, Ref: 7, Will: 3 ; Init: +2; Percep: +8 {+9 vs traps})

Dot.
Still looking at the classes, but the slayer does look interesting.

Sovereign Court

Male 1/2 Orc Inquisitor 2/ Ranger[Trapper] 2 hp 29/29 AC 24 Init +4 Fort +10 Ref+8 Will +8 Precept+13 Sense Motive +8

Going either the Bard[Archivist] i have drawn up or still considering Investigator.
I am playing the Bard in my homegame....

Liberty's Edge

M Gnome Alchemist (Preservationist) 9 | HP 57/57 | AC 23 T 15 FF 19 | CMB +5; CMD 19 | Ft +8 (+2 vs poison) / Rf +11 / Wi +5 (+1 vs enchantment spells & effects)| Init +4 | Per. +14 | Bombs 21/21

I wanted to throw this idea out there... a Halfling nature shaman who has basically been raised in the woods by animal spirits. She's wild, uncultured, usually naked, sort of a girl Tarzan, except with a smaller animal than a gorilla. I like the concept, although it kinda fits a druid a little better, but I'm not sure how she would end up being part of an adventuring party.


M Human

Can you dot Discussions and have them show up in your campaigns, or do we need a gameplay thread for that?

I'm going to play a Brawler, just debating how optimized I want him. Dwarven is my first thought, but lacking the + to strength is rough for a melee fighter.

Sovereign Court

Male 1/2 Orc Inquisitor 2/ Ranger[Trapper] 2 hp 29/29 AC 24 Init +4 Fort +10 Ref+8 Will +8 Precept+13 Sense Motive +8

When I read Brawler, I immediately went to Dwarf too.
The floating bonus to Str hurts a bit, but the Con is still useful.
Not to mention ALL the Dwarven racials.

I only wish that the Investigator was Alchemist/Bard instead!

I haven't read the Shaman class yet. It isn't my usual style.
That being said, I like your concept.


M Human

I'm thinking a Dwarven Brawler of the Bear Belt tribe. 18 AC and 19 HP at level 1 and doing 1d6+4 per punch. Only get 1 punch at level 1, but at lvl 2 I get flurry and weapon focus fist so he'll have two shots at +7 to hit, which ain't bad.

Grand Lodge

Male Urban Ranger 4 (AC 21 w/extract 17 {t12,f15}; HP 35/36; Fort: 6, Ref: 7, Will: 3 ; Init: +2; Percep: +8 {+9 vs traps})

Looking at either Shoanti Slayer or Taldoran Swashbuckler.
Any comments from the group?


M Human

None from me, both sound interesting.


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Unfortunately I do not have that much time to dive into all the classes, first trying to get a Revised Arcanist up.

Crunch is done, see profile.

Derek, do you want us to select traits? How about starting gold?


F Halfling Oracle (Lunar mystery) 2 | HP 15/15 | AC 20 T 14 FF 17 | Init +3 | Perc +7 | Spells 4/5

This is Johann's player, I'm going back and forth on what to actually do with this character.

Derek, any possibility to a clue how the adventure starts, location, hook, something like that?

I like the character but now I'm actually doing the numbers and it doesn't seem like this character will actually be able to do anything. No hex at first level, just a few spells, my concept makes it impossible to be in melee directly. I'm at a loss. Anyone got any suggestions as to what to do?


M Human

Unfortunately, your suffering from 1st level caster syndrome. Use ranged attacks or 0 level spells to support the damage dealers.

Which spirit path did you take?


Male Dwarf Brawler 2 HP: 17/27 | AC: 16, Touch: 12, FF: 14 | Fort: +6, Ref: +5, Will: +1 | Perception +6 | Init: +2 | Maneuvers: unused

And here we have my Brawler

His AC is only 16 since I forgot they only have light armor proficiency, but 18 HP at level 1 is nice, :D


F Halfling Oracle (Lunar mystery) 2 | HP 15/15 | AC 20 T 14 FF 17 | Init +3 | Perc +7 | Spells 4/5

I want to take nature, but it's not very effective at first level. All it does is let me apply Wis instead of Dex to AC, which is great for a melee character who wants to dump dex, but if I want to be ranged I'd have to have some dex anyway.


Technic Siege/Full Map

I'll probably need to set up a gameplay thread to get this to show up in your My Campaigns tab.

Instead of traits, take an extra feat - just make sure you meet the prereqs.

We'll go with PFS standard of 150 GP to start.

I'll look over these characters today to get a feel for things.


Male Dwarf Brawler 2 HP: 17/27 | AC: 16, Touch: 12, FF: 14 | Fort: +6, Ref: +5, Will: +1 | Perception +6 | Init: +2 | Maneuvers: unused

ok, no traits, but extra feat. Got it!


F Halfling Oracle (Lunar mystery) 2 | HP 15/15 | AC 20 T 14 FF 17 | Init +3 | Perc +7 | Spells 4/5

OK I'm dropping the naked wild child thing and giving her armor. She'll be weak but not defenseless.


Male Dwarf Brawler 2 HP: 17/27 | AC: 16, Touch: 12, FF: 14 | Fort: +6, Ref: +5, Will: +1 | Perception +6 | Init: +2 | Maneuvers: unused

I have the crunch set up, background is still being worked on, though I have his personality ready.


Technic Siege/Full Map

You guys can dot the game thread here.

Grand Lodge

Male Hobgoblin Hunter 1 Hp 11/11 Ac 15 Initiative +1 Fort+4 Ref +3 Will +1 Perception +9

Sorry guys.

I am here...Derek take a look and let me know if you have an problems.
I am playing the same guy in my home game too.
I have wanted to try a Bard for some time now.

Grand Lodge

Male Hobgoblin Hunter 1 Hp 11/11 Ac 15 Initiative +1 Fort+4 Ref +3 Will +1 Perception +9

Question Derek:

Can a Bard still apply the Human racial trait "Silvered-Tongue" (+2 Dip/Bluff) to his Versatile Performance (Strings) checks?

Thanks!


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill.

I always interpreted that as: add up your perform skill bonus from all sources and use that number for the associated skill. No additions / subtractions possible from the specific skill itself.

Silver-Tongue has not that much use for a human bard, I like Focused Study a lot more; gives you a +3 on Diplomacy and Bluff at lvl2 when taken for Perform (Strings), assuming that is your Versatile Performance skill.

Grand Lodge

Male Hobgoblin Hunter 1 Hp 11/11 Ac 15 Initiative +1 Fort+4 Ref +3 Will +1 Perception +9

Not much use if you have versatile performance,
which i won't because of archetype...
i did figure that but i just wanted to make sure.
...lol.

Grand Lodge

Male Hobgoblin Hunter 1 Hp 11/11 Ac 15 Initiative +1 Fort+4 Ref +3 Will +1 Perception +9

I took the racial traits of silvered-tongue and focused study.

I really need the traits for this to work. Is the feat exchange an option or mandatory?


Male Dwarf Brawler 2 HP: 17/27 | AC: 16, Touch: 12, FF: 14 | Fort: +6, Ref: +5, Will: +1 | Perception +6 | Init: +2 | Maneuvers: unused

Just take the feat: Extra Traits It gives you 2 traits, lol.

Grand Lodge

Male Hobgoblin Hunter 1 Hp 11/11 Ac 15 Initiative +1 Fort+4 Ref +3 Will +1 Perception +9

lol!....true enough....nicely done sir!


Technic Siege/Full Map

Hey guys, sorry for being quiet over here. Just waiting for Gunther to post a build - he's the one who bought the module after all! So thanks again Gunther!

Naurin/Matt asked to sit this one out, so once Gunther's ready we can begin.

Grand Lodge

Male Hobgoblin Hunter 1 Hp 11/11 Ac 15 Initiative +1 Fort+4 Ref +3 Will +1 Perception +9

So r we short a player or do we have 5?
i may be able to get another player if we do need one, although i hate that Matt will miss this one.

Grand Lodge

Human (Taldan) Swashbuckler 2 Init: +3; Perception: +6; AC: 18; HP: 21/23; F: +1, R: +6, W: +1; Panache 2/2

Here is what I have worked up.
Hope it works well.
AKA Gunther.

Grand Lodge

Male Hobgoblin Hunter 1 Hp 11/11 Ac 15 Initiative +1 Fort+4 Ref +3 Will +1 Perception +9

I am going to an Investigator. I will have him up in acouple days.

Dark Archive

Male 1/2 Orc Bloodrager 1 Hp.12/12 Ac. 17 Initiative+1 Fort+5 Ref +2 Will+1 Perception +4 Sense Motive

Ok, here is a start to my Investigator...


Technic Siege/Full Map

Cool guys. I will be ready to start by Wednesday. If you can get everything at least "good enough" by then, we can fill in the rest as we go.


F Halfling Oracle (Lunar mystery) 2 | HP 15/15 | AC 20 T 14 FF 17 | Init +3 | Perc +7 | Spells 4/5

I think the halfling will be rather weak to start with but she'll get more powerful when she starts getting hexes and such. Also, the update to the ACG playtest may make a difference.

Dark Archive

Male 1/2 Orc Bloodrager 1 Hp.12/12 Ac. 17 Initiative+1 Fort+5 Ref +2 Will+1 Perception +4 Sense Motive

That's why this is a play test...lol!

I went with the Investigator because I figured we all were trying a new class.

We shall see how they work out...


Technic Siege/Full Map

Exactly! And because we can use house rules, we have all kinds of wonderful ways to bring you back if your character dies!

Grand Lodge

Male Hobgoblin Hunter 1 Hp 11/11 Ac 15 Initiative +1 Fort+4 Ref +3 Will +1 Perception +9

I am sorry, but i can't decide on which character to play.

Any suggestions?


F Halfling Oracle (Lunar mystery) 2 | HP 15/15 | AC 20 T 14 FF 17 | Init +3 | Perc +7 | Spells 4/5

The new investigator abilities are pretty cool.


Male Dwarf Brawler 2 HP: 17/27 | AC: 16, Touch: 12, FF: 14 | Fort: +6, Ref: +5, Will: +1 | Perception +6 | Init: +2 | Maneuvers: unused

If drunken dwarven blowhard gets too annoying, just say something and he'll be a bit nicer, lol.

Trying to RP the 5 charisma, but I don't want to ruin anyone elses fun by being too much of an ass.

Grand Lodge

Human (Taldan) Swashbuckler 2 Init: +3; Perception: +6; AC: 18; HP: 21/23; F: +1, R: +6, W: +1; Panache 2/2

No problems, Angus.
The swashbuckler looks to be a more refined character, so we'll just have to play off each other.


Technic Siege/Full Map

Now we just need Walter to pick a character ;)

Don't feel pressured to try a playtest class if that's not your thing. Bards are pretty dang useful, and a lot of people love playing them, so go with that if you like.


Male Dwarf Brawler 2 HP: 17/27 | AC: 16, Touch: 12, FF: 14 | Fort: +6, Ref: +5, Will: +1 | Perception +6 | Init: +2 | Maneuvers: unused

Multiclass Bard/Investigator! lol


Technic Siege/Full Map

Nice Angus!

Hey guys, you're all good Pathfinder types. I'm in a game where my ranger got posioned by a phase spider.

The stats say the cure is 2 consecutive DC 18 Fort saves, and that a save is required each round for 8 rounds. Now the spider died in round 4, but I think I still need to roll 8 times.

Needless to say, of course I made two NON-consecutive saves. And right after getting a 20 (with a +7 Fort save on my Lvl 5 ranger) I rolled two 16's...

So I've taken 10 CON damage, leaving me with 4 CON. That's a nasty -15 max HP. At this point can Fort saves cure the damage, or am I stuck waiting for restoration spells? This is a PFS module.


Male Dwarf Brawler 2 HP: 17/27 | AC: 16, Touch: 12, FF: 14 | Fort: +6, Ref: +5, Will: +1 | Perception +6 | Init: +2 | Maneuvers: unused

You are hosed. The cure= 2 saves is to slough off the poison before it runs its full course. Any stat damage you gain before you purge yourself of the poison will come back 1/day or faster with spells.


Technic Siege/Full Map

Fun times! And of course, our cleric is the Kyra pregen who doesn't have lesser restoration prepared. *sigh*

The GM did allow her to make heal checks to assist my saving throws on the post-combat rolls, though, so I'm actually at a much healthier 7 CON and -10 Max HP.

That's what you get when your switch-hitting ranger is the best tank in the party. Now the others can go first and share the fun!


Male Dwarf Brawler 2 HP: 17/27 | AC: 16, Touch: 12, FF: 14 | Fort: +6, Ref: +5, Will: +1 | Perception +6 | Init: +2 | Maneuvers: unused

Yeah, it's why Lesser Restoration is one of the most popular spells for a 2nd level cleric, and many people get a wand of it. With the # of stat affecting things you start to find at higher levels, it sure is handy.


F Halfling Oracle (Lunar mystery) 2 | HP 15/15 | AC 20 T 14 FF 17 | Init +3 | Perc +7 | Spells 4/5

Does the module take place over 1 day only, or is there a chance to rest and re-prepare?

-Posted with Wayfinder


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

And you are lucky it was Con damage and not Con drain...

The module is supposed to bring us to lvl 8, I sure hope that is more days. Not much fun in playing a spellcaster otherwise.


Technic Siege/Full Map

Oh, I think the module Natulcien meant is the one I'm playing. It is over a few days, and only covers one level.

This one will take many days of game time, and gets to level 6 or 7 by the end.


Male Dwarf Brawler 2 HP: 17/27 | AC: 16, Touch: 12, FF: 14 | Fort: +6, Ref: +5, Will: +1 | Perception +6 | Init: +2 | Maneuvers: unused

Hope you don't mind Derek, but I'm going to have a little fun with "unarmed strike" They will not just be punches and kicks :D


Technic Siege/Full Map

Uh...should I even ask?

Knees? Elbows? Headbutts? Fine. Wrestling moves, good too.

How "unconventional" do you plan to get?

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