GM Fuzzfoot's #2-19 Shades of Ice, P3: Keep of the Huscarl King (Std) (Inactive)

Game Master PJP

Maps and Notes


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Scarab Sages

Wolfie:
Wolfie Wolf N Medium animal Init +3; Senses low-light vision, scent; Perception +5 | Defense | AC 22, touch 14, flat-footed 18 hp 42/42 Fort +7, Ref +7, Will +2
HP 51/51 (13Temp) AC 20, T 15, FF 17 Init +2; Senses low-light vision; Per +10

I'm going to run Parts I and II of this as part of Gameday VI. Sign up Link can be found here: GM CariMac's Sign Up Sheet

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

@Feybella I tried signing up for both with Spackle, but the form looks to be 'View Only'. Any chance you can add me to each roster/session?

Scarab Sages

Wolfie:
Wolfie Wolf N Medium animal Init +3; Senses low-light vision, scent; Perception +5 | Defense | AC 22, touch 14, flat-footed 18 hp 42/42 Fort +7, Ref +7, Will +2
HP 51/51 (13Temp) AC 20, T 15, FF 17 Init +2; Senses low-light vision; Per +10

Done. Your character name has been added. Did it from my phone. Everyone should be able to edit now. I hope. Thought I had everything good to go and one little thing slips you up.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

That's cool. I was only missing part I so I signed up for that. I'll probably use Solstice for it if we finish on time.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

Speaking of which, though as a player we decide which spells to pick up, is it a matter of 'character' choice, or do Sorcerers just develop abilities outside their choosing?

Scarab Sages

Wolfie:
Wolfie Wolf N Medium animal Init +3; Senses low-light vision, scent; Perception +5 | Defense | AC 22, touch 14, flat-footed 18 hp 42/42 Fort +7, Ref +7, Will +2
HP 51/51 (13Temp) AC 20, T 15, FF 17 Init +2; Senses low-light vision; Per +10
Solstice Rain wrote:

Speaking of which, though as a player we decide which spells to pick up, is it a matter of 'character' choice, or do Sorcerers just develop abilities outside their choosing?

I'm not quite sure I understand the question, but here goes. You can choose spells from the arcane list that fit the direction you see your character growing. There are blasting sorcerers, debuff sorcerers etc. Fly is a good choice when you can pick it up.

I have a couple of casters where I've planned them out, and a few that I learn things as I level. The learn things as you level characters are much more fun since they see something they need and learn it when they can. That's how I see most adventurers learning things. They saw a need and learned it.

That will be less optimal than someone who plans their character out before they start playing to make the spells etc most effective.

Hope that helps and is of interest.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

I think the question was more of an RP one.

And I imagine there are natural talents that bloom within a sorcerer. They may be able to direct them to a certain degree, but if you just "happen" to be good at enervating rays, well, that is just your blood speaking - not a conscious evil choice.

Scarab Sages

Wolfie:
Wolfie Wolf N Medium animal Init +3; Senses low-light vision, scent; Perception +5 | Defense | AC 22, touch 14, flat-footed 18 hp 42/42 Fort +7, Ref +7, Will +2
HP 51/51 (13Temp) AC 20, T 15, FF 17 Init +2; Senses low-light vision; Per +10
Yoshi Masaso wrote:
I think the question was more of an RP one. And I imagine there are natural talents that bloom within a sorcerer. They may be able to direct them to a certain degree, but if you just "happen" to be good at enervating rays, well, that is just your blood speaking - not a conscious evil choice.

Ah that makes sense.

-Posted with Wayfinder

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

That is what I was asking. Whether a sorcerer chooses his spells or whether it is a non-conscious product of the talent. Like Yoshi said, I was really asking for RP purposes and whether it would be more in line with a sorcerer's concept to take less worthwhile spells so that it follows the bloodline more closely. For example, Solstice has the ability to turn any non-fire attack into a fire attack, so taking a spell like lightning bolt instead of fireball makes more tactical sense. But would an Ifrit fire-sorcerer be more likely to learn a fireball spell or a lightning bolt spell?

Scarab Sages

Wolfie:
Wolfie Wolf N Medium animal Init +3; Senses low-light vision, scent; Perception +5 | Defense | AC 22, touch 14, flat-footed 18 hp 42/42 Fort +7, Ref +7, Will +2
HP 51/51 (13Temp) AC 20, T 15, FF 17 Init +2; Senses low-light vision; Per +10
Solstice Rain wrote:
But would an Ifrit fire-sorcerer be more likely to learn a fireball spell or a lightning bolt spell?

You could always cast it with fire damage as a thematic choice. It would certainly fit with your Ifrit sorcerer. Though I'd say they would more likely learn the fireball spell.

Dark Archive

male Half-Orc (mystic):Att:MW,cold iron Falchion+8(dmg2d4+6)orMW Heavy cross+6(1d10) |Int +1: Per: +6: AC:21('23' evil)Tch:12 FF:19| HP.44/45| |Fort+4/Ref+7/+8;spd:40ft
special:
touch of flame5/5(1d6+3),Channel 0/3(3d6),cinder dance,healing,fire nimbus 6/6
Shaman 6 CM:5/CMD:17| conditions: 1 negative lv: Barkskin: Heightened aware|protection fire|Bull's Str|protect evil

From a thematic sense, I think it's up to the individual. I see no problem with a fire attuned sorceress choosing to focus her talents on traditionally non-fire damaging spells because the very fact that she can turn different types of energy into fire anyways!

Likewise, I could see a fire attuned sorcerer, focusing almost exclusively on traditional fire based spells because, he/she is so much better at casting them than your traditional mage.. Point is: this would be a great catalyst to develop a segment of your character's personality.

Perhaps she struggles with her power? She nearly burned someone to death when she was young and is afraid to develop her fire wielding abilities further..
Perhaps, she was accosted as a young lass before her powers developed. She drove off her attackers with small darts of flame the saved her or her family from injury or worse...now she works to perfect the art so no bullies no mater how powerful can harm her without getting burned.

Or maybe it's something in the middle. She knows she has power. But absolute power leads to absolute corruption. Therefore, she works not only to balance the scales of justice..but also her own powers by taping into other powers. Always with the knowledge, she can turn to burn....if needed...


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

I am going to be limited on computer and internet access starting on Saturday, but I think if we keep the post rate up for the next few days, we may finish before that. I am going to start getting chronicles ready, so if anyone needs things added besides the details provided already, just PM or drop a line here.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

I really like that trip combo of Yoshi's. Think it will hold up at higher levels?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

It helps if you all update your status bar when AC changes. I don't keep track of everyone's info generally.

Yoshi - yes, you need to make you action as starting back with the others. If you have a high enough move rate that is fine, but I expect it is unlikely.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

No worries, in that case Yoshi just double moved up to where he is now. Bar updated

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

I try really hard to keep the bar updated, but it's difficult, particularly at higher levels!

Liberty's Edge

M Elf Alchemist 4 | HP 31/31 | Init +3+2 | Per +9; Darkvision | AC 16+2+2 : T 13+2+2 : FF 13+2 (+2 vs. enchantments, +2 vs. poison Immune sleep) : CMD +17+2+2 : CMB +3 | Fort +6 : Ref +8+2 : Will +2 | Dagger +3(1d4/19-20×2), Bomb +7+2 (2d6+4 Fire)
Resources:
Bomb 9/10 Javelins 5/6, Spells 2nd—fly, invisibility 1st—expeditious retreat, reduce person (DC 15), shield, cure light wounds (1d8+4)

I think whoever Fey fired at loses their Dex bonus to AC, but she loses invisibility. Not that I expected you not to know, but mundane rules can be hard to keep track of and I just happened to read it 30 seconds ago.


male Snows of Summer

Thanks for running this GM Fuzzfoot. Sometime after Gameday 6 I'll be running Ire of the storm. A spot is reserved for you. 1st level character with 1 or 2 chronicles already will be best for this adventure, However you can start with anything you like from brand new all the way up 2 level with 1 chronicle towards third (4xp total). I'll be PMing you about 2 weeks before I start.

As for anyone else that I played with here; that might be interested.. I will be starting Ire of the storm in a couple months. It will be a lottery pick but since I've played with you all(and enjoyed your roll-play) you'll have 2 entries if you wish to give it a shot (same criteria as GM Fuzzfoot for character). The other 5 spots will be lottery with players form my regular group receiving 2 entries and anyone I played with in this game receiving 2 as well. All other applicants receive 1 entry.

There will be one major criteria to join the game though..You must own Herolab and send me a copy of your character. If interested give me a PM and I'll make sure you get on the list. Thanks again for the excellent game GM and the excellent play players..enjoyed it!

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

That would be awesome. I love playing modules. It gives you a chance to develop relationships, not just your own character. Unfortunately I don't do herolab :(

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

I look forward to seeing the recruitment, and yes, I have herolab.

Dark Archive

male Half-Orc (mystic):Att:MW,cold iron Falchion+8(dmg2d4+6)orMW Heavy cross+6(1d10) |Int +1: Per: +6: AC:21('23' evil)Tch:12 FF:19| HP.44/45| |Fort+4/Ref+7/+8;spd:40ft
special:
touch of flame5/5(1d6+3),Channel 0/3(3d6),cinder dance,healing,fire nimbus 6/6
Shaman 6 CM:5/CMD:17| conditions: 1 negative lv: Barkskin: Heightened aware|protection fire|Bull's Str|protect evil
Spackle McGapfiller wrote:
I look forward to seeing the recruitment, and yes, I have herolab.

I'll send you a PM when I start recruiting Spackle

Dark Archive

male Half-Orc (mystic):Att:MW,cold iron Falchion+8(dmg2d4+6)orMW Heavy cross+6(1d10) |Int +1: Per: +6: AC:21('23' evil)Tch:12 FF:19| HP.44/45| |Fort+4/Ref+7/+8;spd:40ft
special:
touch of flame5/5(1d6+3),Channel 0/3(3d6),cinder dance,healing,fire nimbus 6/6
Shaman 6 CM:5/CMD:17| conditions: 1 negative lv: Barkskin: Heightened aware|protection fire|Bull's Str|protect evil

GM is it possible to inactivate this campaign thread so it moves to the bottom of my campaign tab? thx...

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