GM Kate's Ruins of Azlant (closed) (Inactive)

Game Master Kate Baker


551 to 600 of 914 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>

N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

As a player, I don't want Harcourt to have it :p
As Purpose Creche, I think he'll see it more based on need and practical considerations, which does lean towards Luetin.

I really like Cedar's idea of a communal space, but it also sounds like Luetin'll have family coming in futures waves.

I also wonder if we should leave off on the decision until Ramona gets back - it might be weird to have the Super Special Troubleshooter Squad start handing down decisions instead of the actual leader. If we do hold off, Porpoise Crepes'd be happy to stay with them and make sure they behaved.

Maybe we could take them on a Karl training field trip!


Ghost Level Delve || Extinction Curse

So, mechanically, Harcourt is definitely swayed, though someone still needs to talk Luetin down.

Is there consensus on your proposed solution? I'm seeing both "Let Luetin have the house" and "Make the house a communal building."


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

I propose "talk to them individually about why they want it, then present the info to Ramona so she can make a decision"

with a side of "supervise them so they don't punch each other"

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Oh, I meant public house as in a pub. I don't think the town has one yet.


1 person marked this as a favorite.

As a player I like the public house solution and Joli's approach that urges cooperation and healthy interdependence. Everyone is so nice!!!

Silt, however, is interested in seeing them duke it out.

That said, he also doesn't understand or care enough, other than to mock them and move on.


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

I think Purpose is right about not making a final decision until Ramona gets back. We work for the colony, we're not the bosses of the colony, and I don't want our adventuring ability to turn into a strongarm. We could have a recommendation ready for her (I like the pub idea), but shouldn't try to impose that decision ourselves.


Ghost Level Delve || Extinction Curse

So, to be clear...

You certainly don't have the authority to force a solution onto people. But if you think you have a good solution, and you can get folks on board with it, it's not overstepping your bounds to make suggestions here. If waiting for Ramona is what you want to do, that's fine, but you absolutely can help mediate the dispute here and try to find a way to make everyone happy.


1 person marked this as a favorite.
N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

I like the pub idea! And I think we could suggest it now.

Gotta make sure future adventuring parties have a place to get jobs, yeah? :p


Seconded. Let's do the pub.


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

Maybe Luetin would like to be the proprietor...?


He's a blacksmith, right? Would a tradesperson find that suggestion insulting?

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

There's got to be someone who'd find that job fun. Maybe some as yet unidentified NPC. Cedar would do it, but he's gonna be busy adventuring ;p


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Hmm, Luetin does have family coming and does (from Purpose Creche's viewpoint) need/deserve easy access to the smithy.

Is it feasible for it to be a public house for now, with Luetin having a room there, and then we build like upstairs quarters over the smithy for him and his family in the meantime? Joli and I are taking carpentry lessons, after all...

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Yeah, I think adding onto the smithy makes a lot of sense. That would give him even easier access after all.


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

That's a good suggestion. Anyone feeling confident in their ability to present it to him?


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Sounds like enough folks are on board, so I'll write something up!

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

ZOMG why is Purpose diplomacizing when he isn't trained in it?! That seems risky in a social encounter.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

I was just thinking “oh yeah, this is what he would say.” I kind of forgot Diplpmacy checks were a thing!


It can be hard coordinating that in PbP.

I think going forward we should let Cedar or Joli be the diplomacizers… at least, if everyone is in agreement on what to do.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Makes sense to me!


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Gasp! 3rd level!

I'll now have Craft Wondrous Item, with the following bamkickitupanotch spice:

Resourceful wrote:
In addition, the time required for you to create a magic item is decreased. You require only 8 hours for every 1,500 gp in the item’s base price (instead of the normal 8 hours per 1,000 gp). You can create potions and scrolls whose base price is 375 gp in just 2 hours; potions and scrolls with a base price more than 375 gp but less than 1,500 gp take 8 hours to create, just like any other magic item.


1 person marked this as a favorite.
Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

For diplomacy I tend to believe characters should say what they would. Ideally helpful things. It’s the job of the main face to weave all of that together.


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

After discussing with Kate, she's going to allow a feat investment (bludgeoner) to give Toby the ability to do non-lethal damage. That way my ability to participate in combat won't be at odds with the way this party clearly wants to approach creatures.


Ghost Level Delve || Extinction Curse

I am also totally cool with people talking and then aiding the main roller! I don't want lack of investment in the Diplomacy skill to discourage people from role-playing.


Ghost Level Delve || Extinction Curse

Another option: there's a Society scenario with alternate aiding rules where everyone can roll, and the top result is automatically the main roller and then all successful aids support that person. It takes away some of the strategy of aiding, but can make things less frustrating. Would people like that option? It would simplify things quite a bit for Play-by-Post.


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

For myself, I don’t think the party needs to get all nonlethal. I mainly had an issue with execution and being aggressive without attempts to negotiate.


I like the system as-is, we can just note any aid rolls as such.

However, SIlt clearly won't be doing the talking in this AP, so I am also cool with whatever works best for the people building social characters.

Wooo level 3! 1 more level till I can turn into a dinosaur :)

Grand Lodge

3 people marked this as a favorite.
CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Yay! Level 3! What an awesome day this has been! Somehow I’m typing athis with a baby in my arms btw.


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

^That's amazing.


Quote:
Somehow I’m typing athis with a baby in my arms btw.

Henceforth, any and all of Cedar's (rare) typos shall be forgiven!


Also, I am not clear on what we can upgrade or purchase right now while we wait for the boat to arrive. Specifically, Silt is looking for a mwk or +1 greatsword, and/or better armor or means of protection for a frontliner.

Are colonists willing to barter for, or craft, goods under a certain value or quality? How are we tracking store credit acquired by the party at large?


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

I need to catch up on my notes, but I can add something for store credit!


2 people marked this as a favorite.
Ghost Level Delve || Extinction Curse

If someone can reasonably make the item, you should be able to obtain it. You can definitely get a masterwork greatsword from the blacksmith, and someone should be able to enchant that.


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

I for one am interested in pearls of power and vests of resistance! But suspect I’m slightly over wealth right now.


1 person marked this as a favorite.
N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

I can make 1.5 1st level pearls of power per day! Also need to make myself one of those scavenger's stones.


Ghost Level Delve || Extinction Curse

I need to do some thinking (and math) about what kind of discounts and bartering should be allowed. The book actually does keep you at wealth-by-levl, but it tends to come in big discrete chunks.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

For my own crafting, I was figuring I'd use materials from the items/gold we've collected in the wondrous items themselves - the default crafting seems to assume you buy your reagents from someplace, but clearly that's not quite the situation we're in.
I dunno if that idea helps your decision making, but figured I'd share!

Doug'tchaak, I put a point in Diplomacy as well! Might drop another in Sense Motive, move it over from Knowledge (local).


Ghost Level Delve || Extinction Curse

Hmm. Looking at it, the bottle of air is a lot of the wealth, but Cedar would get the same emergency use out of a few pouches of air crystals. So let’s retcon that a bit. The backpack instead had 5 pouches of air crystals, and you can all have an extra 3500gp to play with as a group.

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Cool, good thinking Kate. Since there’s no crafting in PFS, and I’ve never played a Pathfinder home game I’m not familiar with the crafting rules. I’m going to have to read up on it. Does crafting take a feat or do you put skill points in it?


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

There’s also this spell for longer duration situations.


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)
GM Kate wrote:
Hmm. Looking at it, the bottle of air is a lot of the wealth, but Cedar would get the same emergency use out of a few pouches of air crystals. So let’s retcon that a bit. The backpack instead had 5 pouches of air crystals, and you can all have an extra 3500gp to play with as a group.

That's helpful. I was looking at gear, and while we've gotten a lot of nice stuff, we didn't have much cash to play with. If it's agreeable to everyone, I'd like to use some of that cash. The only update I've had to my starting gear is a masterwork shirt, and I'd like to update that to mithril (with an eye toward enchanting it when I get a chance).


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

No objections here!


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)
Cedar Cruise wrote:
Cool, good thinking Kate. Since there’s no crafting in PFS, and I’ve never played a Pathfinder home game I’m not familiar with the crafting rules. I’m going to have to read up on it. Does crafting take a feat or do you put skill points in it?

They pretty much all takes feats, yeah: Craft Wondrous Item, Craft Magic Arms and Armor, Craft Ring, Craft Rod, Craft Wand (I think?), Scribe Scroll, might be missing a few!

You can craft 1,000gp in price (not cost!) worth of stuff in 8 hours; there's rules for crafting "on the go" and stuff, too. PC's feat lets me do 1,500gp instead

You make checks using an appropriate crafting skill, like Profession (Blacksmith), but anything "good," aka magical, can also be done using Spellcraft.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

As for party funds, I'm fine with you using what you need, Toby. I think the only big quality of life item Purpose Creche wants is that scavenger's stone, just so I don't have to wait a day to repair myself if we're out in the field; that's 1,000gp.

There's certainly other stuff like cloak of resistance I (and all of us!) could use, but that has less immediate "adventuring day" impact.

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

I don’t object either Dennis! I don’t think Cedar is going to be very item dependent. I mean, he’ll want the basic cloaks and rings of protection and resistance and a headband of alluring charisma. And of course whatever amazing Azlanti magic items we find! I had a moment to read up on crafting but I don’t think Cedar has the luxury to take crafting feats. At least not yet.


It seems the Scavenger's stone is not a quality of life thing, but a necessity for adventuring — especially if you are going to continue focusing on melee in combat.


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

Joli pretty much needs save boosts, AC boosts for melee touch combat, and moar spellz. The rest is gravy and none of it urgent.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

I should probably pull back from melee combat - I started doing it 'cause I was out of energy rays and I had that +1 sword, but now I've got the +1 longbow, and we've got another melee combatant. Longbow might be the better go-to, especially without attack roll penalties for firing into melee.


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

Joli probably won’t remain melee forever. His HP count is going to remain pretty low, and he’ll eventually have better ranged options. For now though...


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

Toby should end up pretty item-light, too. A fancy belt, some light armor, a cloak. I don't need any magic weapons or anything.

I think Purpose should definitely get that stone.

By my calculations, we currently have ~4089gp (119 loose cash, 470 old chelish coins, 3500 Kate just retconned us). Proposed spending so far:

Scavenger's Stone (Purpose) - 1000gp
Mithril shirt (Toby) - 1100gp

Ideas for remaining 1989:

Cloak of Resist for whoever needs it most
Enchant someone's armor (I think only Joli has magic armor at the moment).
Save for bigger purchase

1 to 50 of 914 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM Kate's Ruins of Azlant All Messageboards

Want to post a reply? Sign in.

Andrew Mullen


Tweiford Shenk
Andrew Mullen

(497 posts)
Paper Golem
Purpose Creche

N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)
(1,000 posts)

Dennis Muldoon


Riding Dog
Grand Lodge Dennis Muldoon

He/Him
(750 posts)
Eyeball
Grand Lodge GM Dennis

Rusthenge || Spell Templates | Starship Roles | ◆◇↺
(7,890 posts)
Copper
Mr. Botitron

◆◇↺
(73 posts)
Dog
Tobias "Toby" Hawthorn

Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)
(632 posts)

Doug Hahn


Anthropomorphized Rabbit
Doug Hahn

(827 posts)
Tupilaq
Dark Archive Character Turn Emulation Drone

(360 posts)
Ankheg
Karl Ankheg

Friendly Magical Beast
(12 posts)
One part of a 2 headed troll
Scrag'chaak

HP 75/75 | AC 29 T 14 FF 27 | CMB +14, CMD 25 | F: +9, R: +4, W: +10 | Init: +1 | Perc: +20, SM: +4 | Rage 9/9 | Speed 35', Swim 50' | Space: 10', reach:10' | Rage 8/9 | Active conditions: Greater Longstrider, Cloak of Shade, Ironskin, Stoneskin (dr10/adm), Bulls Str, Strong Jaw, Haste, displacvement
(149 posts)
Ugimmo
Sil'tchaak

(711 posts)
Swamp Barracuda
Silt'dimorphodon

(4 posts)
Axebeak
Silt'Velociraptor

(2 posts)
Troll
Troll'chaak

Moss Troll HP 51/51 | AC 24 T 10 FF 24 | CMB +11, CMD 22 | F: +8, R: +4, W: +8 | Init: +1 | Perc: +11, SM: +2 | Goliath Druid 6 | Speed 40ft | Space: 10' Reach: 10' | Active conditions: Barkskin, Greater Longstrider |
(1 post)

Voices in the hallway

(2 posts)

Fiasko


Captain Josper Creesy
Grand Lodge Cedar Cruise

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin
(600 posts)
Clausyre
Grand Lodge Doug Henderson

(70 posts)
Cinder Wolf
Grand Lodge Hakkuho

CN Fused Deepwater Eidolon 6 | HP 35/35 (38/38) | AC 24 T 14 FF 16 SR 12 | CMB +5, CMD 19 | F: +5, R: +10, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Bite +8 1d6+7, Slam +8 1d8+7, Tail slap +3 1d6+7 Grab +9 | Reach 10', Bite, Tail, and Grab | Active conditions: None
(52 posts)
Supreme Hunter
Riku "The Harpoon" Yumehito

CG Brawler Contructed Pugilist 9 | HP 82/82 | AC 22 T 14 FF 18 | CMB +14, CMD 27 | F: +8, R: +9, W: +4 | Init: +3 | Perc: +8, SM: +5 | Speed 30ft | Ranged: Crossbow +11 1d8, Melee: Unarmed Strike +15 1d10+9, +1 Keen Harpoon Leg +15 1d10+9 Active conditions: None.
(125 posts)

Saint Bernard de Clairveaux


Dragon
Iggy the Drake

Male Tidepool Dragon HP 35/35 | AC 19 T 18 FF 13 | CMB +4, CMD 15 | F: +5, R: +6, W: +8 | Init: +5 | Perc: +14, SM: +14 | Breath: 2d6 steam, DC 13 | Melee: Bite, claws: +8, 1d3
(3 posts)
Boggard
Prince Joli Toli

Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch
(727 posts)