GM R0B0GEISHA Presents: Ironfang Invasion (Table 2) (Inactive)

Game Master R0B0GEISHA

Survival & Loot List


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HP l 20/20 | Init +2, Perception +4 | AC 16 (18 vs goblin), touch 11, flat-footed 15 (+5 armor, +1 Dex, ) | Fort +4, Ref +1, Will +2 | Human (Ulfen)| Oracle (Battle)/Bloodrager(Destined, Steelblood) 1/1 | Spells: 1st 4/4 | Rage 6/6 | Destined Strike 3/3

Up with da yoopers then. Beautiful country.

I try to watch Escanaba in da moonlight every few years prior to gun deer season to set the mood.

-Posted with Wayfinder


Female Tiefling/Human (Varisian) URogue (Knife Master) 2 | AC 18 (20) [T 14(16) FF 14] | HP 21/21 | Fort +2 | Ref +7 | Will -1(0) | Init +4 | Percep +4, Darkvision 60 ft | Active conditions: None

The suspense is killing me - but not as much as I suspect that acid trap is going to :(


HP l 20/20 | Init +2, Perception +4 | AC 16 (18 vs goblin), touch 11, flat-footed 15 (+5 armor, +1 Dex, ) | Fort +4, Ref +1, Will +2 | Human (Ulfen)| Oracle (Battle)/Bloodrager(Destined, Steelblood) 1/1 | Spells: 1st 4/4 | Rage 6/6 | Destined Strike 3/3

You had a decent reflex throw, plus we've looted a goodly number of cure potions

-Posted with Wayfinder


Male Halfling Ranger (Skirmisher) 2 | AC 16 [T 14 FF 13] | HP 24/24 | Fort +5 | Ref +7 | Will +3 | Init +3 | Percep +9 | Active conditions: None

I knew we should have cut the blue wire instead of the red wire!

Liberty's Edge

Human Male | 18/18HP| AC 16 T 13 FF 13| Fort +4 Ref +3 Will +5| Perception +2| Initiative +3
Olaf Lodbrok wrote:
You had a decent reflex throw, plus we've looted a goodly number of cure potions

Do we have enough to run an entire militia for however many months this might take? That is the question. Hopefully one or more of the people saved will know how to craft cure light wounds potions or wands.


HP l 20/20 | Init +2, Perception +4 | AC 16 (18 vs goblin), touch 11, flat-footed 15 (+5 armor, +1 Dex, ) | Fort +4, Ref +1, Will +2 | Human (Ulfen)| Oracle (Battle)/Bloodrager(Destined, Steelblood) 1/1 | Spells: 1st 4/4 | Rage 6/6 | Destined Strike 3/3
Rickus Vordayne wrote:
Olaf Lodbrok wrote:
You had a decent reflex throw, plus we've looted a goodly number of cure potions

Do we have enough to run an entire militia for however many months this might take? That is the question. Hopefully one or more of the people saved will know how to craft cure light wounds potions or wands.

Olaf cares not for such things, he will kill the whole Iron Fang by himself.


Female Tiefling/Human (Varisian) URogue (Knife Master) 2 | AC 18 (20) [T 14(16) FF 14] | HP 21/21 | Fort +2 | Ref +7 | Will -1(0) | Init +4 | Percep +4, Darkvision 60 ft | Active conditions: None

Alchemists get Brew Potion as a first level bonus feat.


Male Half-Elf Alchemist (bramble brewer, chirurgeon) 6 | AC 17, touch 13, flat-footed 14 | VP 32/WP 35 Fort +8, Ref +9, Will +6 | Init +3 | Perception +10, low-light vision | Bombs 6/7 |
Extracts:
1st - 4/5, 2nd - 2/4

Yep. I got us covered with CLW potions.

CLW potions for dayyyyssssss....

Can't do wands though. Strictly speaking, I don't meet the Caster Level requirement of having a Caster Level.


Male Halfling Ranger (Skirmisher) 2 | AC 16 [T 14 FF 13] | HP 24/24 | Fort +5 | Ref +7 | Will +3 | Init +3 | Percep +9 | Active conditions: None

I think the problem will be finding the supplies to brew the potions. It's not like we can just buy them while we are in the wilderness.


Male Half-Elf Alchemist (bramble brewer, chirurgeon) 6 | AC 17, touch 13, flat-footed 14 | VP 32/WP 35 Fort +8, Ref +9, Will +6 | Init +3 | Perception +10, low-light vision | Bombs 6/7 |
Extracts:
1st - 4/5, 2nd - 2/4

Magic Item Creation is primarily abstracted in Pathfinder. For instance, I'd be willing to bet that the ingredients a Druid would use to make a CLW potion are different than those a Cleric would use, even if the outcome is the same.

Further, the Player's Guide actually recommends that the players should take Item Creation feats. I would interpret that as the GM should let the players craft items as they need and have the gold pieces to do so. However, we should not be able to sell loot to gain gold pieces, so if we don't have gold pieces, then we can't craft.

Much like the items in a Spell Component Pouch or Alchemy Crafting Kit aren't categorized and don't need to be refilled after X spells or extracts with Material Components are cast, as long as the cost is paid, I see no reason we can't craft in the middle of nowhere. The gold expenditure can represent offering a bounty for the militia bringing in the necessary components as they find them in the wild.


Male Halfling Ranger (Skirmisher) 2 | AC 16 [T 14 FF 13] | HP 24/24 | Fort +5 | Ref +7 | Will +3 | Init +3 | Percep +9 | Active conditions: None

Right, and I don't know how this campaign works, but I feel like that might be part of the challenge of the campaign. No access to civilization means that some things that are usually very easy are not possible.

Carthas Brambleroad wrote:
The gold expenditure can represent offering a bounty for the militia bringing in the necessary components as they find them in the wild.

I like that explanation. That would actually work with the flavor. Although, GM might limit that to a survival roll or something to determine if the militia are able to find the specific herbs/ingredients required.


Female Tiefling/Human (Varisian) URogue (Knife Master) 2 | AC 18 (20) [T 14(16) FF 14] | HP 21/21 | Fort +2 | Ref +7 | Will -1(0) | Init +4 | Percep +4, Darkvision 60 ft | Active conditions: None

Gah - heathens! Have you never read/watched Lord of the Rings?! Does the name athelas mean nothing to you...?

Katyeva is with you on this, though: as far as she's concerned there's nothing in the wilderness; apart from, well, more wilderness. There's a reason I didn't give her the Survival skill, after all ^_^


Male Halfling Ranger (Skirmisher) 2 | AC 16 [T 14 FF 13] | HP 24/24 | Fort +5 | Ref +7 | Will +3 | Init +3 | Percep +9 | Active conditions: None

I totally agree that there should be some ability to make healing potions in the wild (that is where herbs are from after all), but I just think it might be more limited than normal.


HP l 20/20 | Init +2, Perception +4 | AC 16 (18 vs goblin), touch 11, flat-footed 15 (+5 armor, +1 Dex, ) | Fort +4, Ref +1, Will +2 | Human (Ulfen)| Oracle (Battle)/Bloodrager(Destined, Steelblood) 1/1 | Spells: 1st 4/4 | Rage 6/6 | Destined Strike 3/3

If Olaf hits a tree enough time with his flail, do potions fall out?

He wants to know so he can start tree bashing right away.

-Posted with Wayfinder

Liberty's Edge

Human Male | 18/18HP| AC 16 T 13 FF 13| Fort +4 Ref +3 Will +5| Perception +2| Initiative +3
Carthas Brambleroad wrote:

Yep. I got us covered with CLW potions.

CLW potions for dayyyyssssss....

Hoping we'll have NPC's for that...Olaf will need you for things like enlarge person.

As far as supplies, I think a bramble brewer probably specializes in making potions from other stuff. Should be super useful for a forest based campaign.

No idea how the actual mechanics go or how widespread the ironfang legions is, but I would assume there may be opportunities to trade for some things at some point. Likely nowhere near normal, but there are other settlements in the area.


HP l 20/20 | Init +2, Perception +4 | AC 16 (18 vs goblin), touch 11, flat-footed 15 (+5 armor, +1 Dex, ) | Fort +4, Ref +1, Will +2 | Human (Ulfen)| Oracle (Battle)/Bloodrager(Destined, Steelblood) 1/1 | Spells: 1st 4/4 | Rage 6/6 | Destined Strike 3/3
Rickus Vordayne wrote:
Olaf will need you for things like enlarge person.

Olaf is a fan of this plan.

-Posted with Wayfinder


Female Tiefling/Human (Varisian) URogue (Knife Master) 2 | AC 18 (20) [T 14(16) FF 14] | HP 21/21 | Fort +2 | Ref +7 | Will -1(0) | Init +4 | Percep +4, Darkvision 60 ft | Active conditions: None

Question for the DM: can Carthas make the stump remover here in the shop, or does it have to be put together at the bridge? 1 minute is a long time for 1st level PCs to hold off a hobgoblin army.


HP l 20/20 | Init +2, Perception +4 | AC 16 (18 vs goblin), touch 11, flat-footed 15 (+5 armor, +1 Dex, ) | Fort +4, Ref +1, Will +2 | Human (Ulfen)| Oracle (Battle)/Bloodrager(Destined, Steelblood) 1/1 | Spells: 1st 4/4 | Rage 6/6 | Destined Strike 3/3

Olaf can hold off armies for many 1 minutes!

-Posted with Wayfinder


He can make it in the shop.

Liberty's Edge

Human Male | 18/18HP| AC 16 T 13 FF 13| Fort +4 Ref +3 Will +5| Perception +2| Initiative +3

I'm seeing the light(or is that an explosion) at the end of Act 1. (I'm assuming this is act 1 based on how other AP's are usually structured. This is my first AP PBP that has reached that point. (I have a Jade Regent that is lagging through act 1, even though it started before this.)

1) Really like the mix of characters. I was a little concerned about are arcane power, and that might bite us later, but I think it's a good mix of skills, combat ability, and personality. I really appreciate the depth you all put into our characters, as that is what really makes the PbP experience with an AP stand out from playing tabletop.

2) One out of character thing I'm really wondering about. Did the order of the buildings matter? I ask because of all the named NPC's, only the last building we went to had the named NPC dead when we arrived. It might be that it was just a static thing, and Oreld is always dead when you get there. Really interesting if the order we did things had an impact on the results. I wonder if it really matters, as I'd assume going in a ring is probably the default order anyway.

3) We know there is resource points for provisions. Really looking forward to seeing how act 2 and beyond handle forest survival, and how much focus will be on that vs normal adventuring. I actually think our group is well equipped for that part. Kat will be out of her element, but should have the skills and survival instincts to cope. Everyone else should actually be somewhat at home in the woods.

4) The player guide didn't give a ton of detail about Miltiia, but we know that will be a factor. Wondering how much focus that will be as well. (Possible that might not even come into play until book 2. Kingmaker and Wrath of the Righteous both held off on armies until that late.) I have a feeling that this might come into play as early as act 2 of book 1 though, since it seems more like a cross between army and small settlement rules, than all out military stuff. Establishing (and feeding) our settlement would seem like a priority unless we are going to have a more Ulysses-like next two acts and go from obstacle to obstacle looking for a place to call home. (Based in the previews of this campaign, I think settling down in some way will play in sooner than later.)

Overall, looking to see where this goes next (assuming we don't all die horrible deaths trying to get across a bridge.)


Jeez, I definitely responded to this. This website can be so wonky sometimes...

The order of the buildings did matter, because they decided which NPCs you rescued.

Provision points and the militia system will be detailed more next chapter.

Liberty's Edge

Very interesting that the order did matter. Just out of curiosity, did the other table do the same order? Looking forward to seeing how which NPC's we have will impact things. Kudos to the author for that detail.


HP l 20/20 | Init +2, Perception +4 | AC 16 (18 vs goblin), touch 11, flat-footed 15 (+5 armor, +1 Dex, ) | Fort +4, Ref +1, Will +2 | Human (Ulfen)| Oracle (Battle)/Bloodrager(Destined, Steelblood) 1/1 | Spells: 1st 4/4 | Rage 6/6 | Destined Strike 3/3

GM, are we going to be using retraining rules? If so as soon as we have downtime I'm gonna take Olaf in a little different direction to better (I think) fit his role in the party.

In a completely unrelated question ( :P ), how does this campaign mesh with mounts?

-Posted with Wayfinder


Female Tiefling/Human (Varisian) URogue (Knife Master) 2 | AC 18 (20) [T 14(16) FF 14] | HP 21/21 | Fort +2 | Ref +7 | Will -1(0) | Init +4 | Percep +4, Darkvision 60 ft | Active conditions: None

These dice... are not our friends.

I may have to kill them.


HP l 20/20 | Init +2, Perception +4 | AC 16 (18 vs goblin), touch 11, flat-footed 15 (+5 armor, +1 Dex, ) | Fort +4, Ref +1, Will +2 | Human (Ulfen)| Oracle (Battle)/Bloodrager(Destined, Steelblood) 1/1 | Spells: 1st 4/4 | Rage 6/6 | Destined Strike 3/3

Gah! You cursed my dice!

You stab them, Ill smash them!

-Posted with Wayfinder


Female Tiefling/Human (Varisian) URogue (Knife Master) 2 | AC 18 (20) [T 14(16) FF 14] | HP 21/21 | Fort +2 | Ref +7 | Will -1(0) | Init +4 | Percep +4, Darkvision 60 ft | Active conditions: None

Katyeva has fire resistance 5, courtesy of her (unsuspected) fiendish heritage; so no harm, no foul :-)


Female Tiefling/Human (Varisian) URogue (Knife Master) 2 | AC 18 (20) [T 14(16) FF 14] | HP 21/21 | Fort +2 | Ref +7 | Will -1(0) | Init +4 | Percep +4, Darkvision 60 ft | Active conditions: None

Really enjoying the contrast between Carthas the healer and Carthas the mutagenic bomb thrower, btw!


HP l 20/20 | Init +2, Perception +4 | AC 16 (18 vs goblin), touch 11, flat-footed 15 (+5 armor, +1 Dex, ) | Fort +4, Ref +1, Will +2 | Human (Ulfen)| Oracle (Battle)/Bloodrager(Destined, Steelblood) 1/1 | Spells: 1st 4/4 | Rage 6/6 | Destined Strike 3/3

Agreed! Though it sounds like Olaf is gonna be eating some bombs from time to time

-Posted with Wayfinder


Male Half-Elf Alchemist (bramble brewer, chirurgeon) 6 | AC 17, touch 13, flat-footed 14 | VP 32/WP 35 Fort +8, Ref +9, Will +6 | Init +3 | Perception +10, low-light vision | Bombs 6/7 |
Extracts:
1st - 4/5, 2nd - 2/4

It's quite fun - not full on Jekyll and Hyde, but a little different. That's Dex mutagen Carthas, though - I may whip up a Strength mutagen in preparation for the next fight, and you'll get a more melee effective but not as smart Carthas. He'll probably mostly forget words at (in)appropriate times, since that carries an Int hit.

You will probably never see Constitution mutagen Carthas, since I can't think of why I'd need it, but you never know. That one might get a little...rude...and a bit disgusting.

Liberty's Edge

Trapspringer Carthas! Con mutagen for extra HP, then go use barbarian methods of finding and disabling traps.


1 person marked this as a favorite.

Combat's over!

And I was worried she'd be too tough... Between Kergri and the advanced template wolf, it was a CR 4 encounter.

I'll have a narrative post up tonight.


HP l 20/20 | Init +2, Perception +4 | AC 16 (18 vs goblin), touch 11, flat-footed 15 (+5 armor, +1 Dex, ) | Fort +4, Ref +1, Will +2 | Human (Ulfen)| Oracle (Battle)/Bloodrager(Destined, Steelblood) 1/1 | Spells: 1st 4/4 | Rage 6/6 | Destined Strike 3/3

GM, did you ever get a chance to see if this campaign is mount friendly?

Olaf is asking for uh, a friend

-Posted with Wayfinder


Female Tiefling/Human (Varisian) URogue (Knife Master) 2 | AC 18 (20) [T 14(16) FF 14] | HP 21/21 | Fort +2 | Ref +7 | Will -1(0) | Init +4 | Percep +4, Darkvision 60 ft | Active conditions: None
Carthas Brambleroad wrote:
You will probably never see Constitution mutagen Carthas, since I can't think of why I'd need it, but you never know. That one might get a little...rude...and a bit disgusting.

OK, before you had my interest. Now, you have my attention ^_^


Male Half-Elf Alchemist (bramble brewer, chirurgeon) 6 | AC 17, touch 13, flat-footed 14 | VP 32/WP 35 Fort +8, Ref +9, Will +6 | Init +3 | Perception +10, low-light vision | Bombs 6/7 |
Extracts:
1st - 4/5, 2nd - 2/4

The bonus to Constitution comes with a penalty to Charisma. I'd mostly play it as being more rude than normal - a general lack of manners, possibly even a slight stench - kind of like a mushroom farm. The Bramble Brewer's mutagen has a kind of plant-based aesthetic to it, so I'm trying to find ways to work that in.


HP l 20/20 | Init +2, Perception +4 | AC 16 (18 vs goblin), touch 11, flat-footed 15 (+5 armor, +1 Dex, ) | Fort +4, Ref +1, Will +2 | Human (Ulfen)| Oracle (Battle)/Bloodrager(Destined, Steelblood) 1/1 | Spells: 1st 4/4 | Rage 6/6 | Destined Strike 3/3

Forget my mounts question, I've got my plan now.

-Posted with Wayfinder


Olaf Lodbrok wrote:
Forget my mounts question, I've got my plan now.

In case you change your mind, the only evidence I could find about it being mount friendly is a suggestion to take the beast rider archetype in the Player's Guide.

Looking at the encounters going forward, I'd say that 50% of them are mount appropriate.


Male Halfling Ranger (Skirmisher) 2 | AC 16 [T 14 FF 13] | HP 24/24 | Fort +5 | Ref +7 | Will +3 | Init +3 | Percep +9 | Active conditions: None
Olaf Lodbrok wrote:
Forget my mounts question, I've got my plan now.

You have me intrigued.


HP l 20/20 | Init +2, Perception +4 | AC 16 (18 vs goblin), touch 11, flat-footed 15 (+5 armor, +1 Dex, ) | Fort +4, Ref +1, Will +2 | Human (Ulfen)| Oracle (Battle)/Bloodrager(Destined, Steelblood) 1/1 | Spells: 1st 4/4 | Rage 6/6 | Destined Strike 3/3
Otho Goodbarrel wrote:
Olaf Lodbrok wrote: Forget my mounts question, I've got my plan now. You have me intrigued.

Being the primary beatstick, depending on oracle spells (and standard actions) to power up seems less ideal, so I am gonna mix in a martial class.

I had thought Ghost Rider cavalier might be fun (and work with Olafs ghost infestation) but I think Ill go in a more... bloodragery... direction

-Posted with Wayfinder

Liberty's Edge

Glad to see people got some reflection at what I'm assuming is the first climax to the campaign. I figured it was time to post some of that in between server goblins. No telling how much time we will get right now. Throwing most of my campaigns for a loop.


HP l 20/20 | Init +2, Perception +4 | AC 16 (18 vs goblin), touch 11, flat-footed 15 (+5 armor, +1 Dex, ) | Fort +4, Ref +1, Will +2 | Human (Ulfen)| Oracle (Battle)/Bloodrager(Destined, Steelblood) 1/1 | Spells: 1st 4/4 | Rage 6/6 | Destined Strike 3/3

Yep, good time fer it.


Male Half-Elf Alchemist (bramble brewer, chirurgeon) 6 | AC 17, touch 13, flat-footed 14 | VP 32/WP 35 Fort +8, Ref +9, Will +6 | Init +3 | Perception +10, low-light vision | Bombs 6/7 |
Extracts:
1st - 4/5, 2nd - 2/4

Carthas's will come after he blows the bridge and the mutagen wears off. He's not one for contemplation at the moment.

Liberty's Edge

Assuming Level up HP is standard PFS number?


HP l 20/20 | Init +2, Perception +4 | AC 16 (18 vs goblin), touch 11, flat-footed 15 (+5 armor, +1 Dex, ) | Fort +4, Ref +1, Will +2 | Human (Ulfen)| Oracle (Battle)/Bloodrager(Destined, Steelblood) 1/1 | Spells: 1st 4/4 | Rage 6/6 | Destined Strike 3/3

I would like to change Oracle archetype. Is now a good time to do so, or should I wait and use the retraining rules?


Female Tiefling/Human (Varisian) URogue (Knife Master) 2 | AC 18 (20) [T 14(16) FF 14] | HP 21/21 | Fort +2 | Ref +7 | Will -1(0) | Init +4 | Percep +4, Darkvision 60 ft | Active conditions: None

Yay, level 2!

+1 BAB
+1 Reflex save
+8 hit points
Evasion
Rogue Talent: Combat Trick (Piranha Strike)
8 skill points

Acrobatics
Bluff
Diplomacy
Disable Device
Intimidate
Perception
Sense Motive
Stealth

Liberty's Edge

Human Male | 18/18HP| AC 16 T 13 FF 13| Fort +4 Ref +3 Will +5| Perception +2| Initiative +3

Kat, remember Background skills. Should be +2

RICKUS
+1 BAB
+1 Fort, Will
Blessings +1/day
Fervor 3/day
Added Mending, Divine Favor as spells
Spells +1 0 level, +1 1st level
Skills:
Heal, Intimidate, Spellcraft, Survival
Background Skills:
Knowledge (Geography), Profession (Farmer)

Fervor is the big game changer for me once I get a holy symbol in my hands.


GM Thrawn wrote:
Assuming Level up HP is standard PFS number?

Good question. You should roll, but if you roll less than half rounded up, take that as the minimum.


Male Half-Elf Alchemist (bramble brewer, chirurgeon) 6 | AC 17, touch 13, flat-footed 14 | VP 32/WP 35 Fort +8, Ref +9, Will +6 | Init +3 | Perception +10, low-light vision | Bombs 6/7 |
Extracts:
1st - 4/5, 2nd - 2/4

Woohoo! Level up!

HP: 1d8 ⇒ 6

HP: +7
BAB: +1
Fort +1
Ref +1
Skills: 6+3 Int+1 FCB=10, 2 Background
Craft (Alchemy) +1
Craft (Carpentry) +1 (Background)
Diplomacy +1
Heal +1
Knowledge (arcana) +1
Perception +1
Profession (herbalist) +1 (Background)
Spellcraft +1
Stealth +1
Survival +1

Class Features: Infused Curative, Poison Resistance +2, Briar Bombs

+1 Bomb per day

+1 extract per day
New Extract Known: identify


HP l 20/20 | Init +2, Perception +4 | AC 16 (18 vs goblin), touch 11, flat-footed 15 (+5 armor, +1 Dex, ) | Fort +4, Ref +1, Will +2 | Human (Ulfen)| Oracle (Battle)/Bloodrager(Destined, Steelblood) 1/1 | Spells: 1st 4/4 | Rage 6/6 | Destined Strike 3/3

Multiclassing with Blood Rager (Steelblood)- Destined Bloodline

+1 BAB

+2 FORT

Bloodrage 6/Day
Destined Strike 3/Day

Intimidate +1
Know (Arcana) +1
Perception +1
Survival +1
Climb +1

HP: 1d10 + 2 ⇒ (2) + 2 = 4 -- And I'll take the half, so 5 +2 for con

If it is OK to change Archetypes I'd like to change to a Warsighted Oracle, if not, whatever, standard Oracle is fine too.


Female Tiefling/Human (Varisian) URogue (Knife Master) 2 | AC 18 (20) [T 14(16) FF 14] | HP 21/21 | Fort +2 | Ref +7 | Will -1(0) | Init +4 | Percep +4, Darkvision 60 ft | Active conditions: None

Hit points: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10

I'll take it!

@Rickus: thanks for the reminder on background skills. Taking sleight of hand and linguistics (Goblin).


HP l 20/20 | Init +2, Perception +4 | AC 16 (18 vs goblin), touch 11, flat-footed 15 (+5 armor, +1 Dex, ) | Fort +4, Ref +1, Will +2 | Human (Ulfen)| Oracle (Battle)/Bloodrager(Destined, Steelblood) 1/1 | Spells: 1st 4/4 | Rage 6/6 | Destined Strike 3/3

Nice roll! Way better than my 2

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