GM Rednal's Rise of the Runelords: AE (Inactive)

Game Master Rednal

Foxglove Manor (Attic)
Foxglove Manor (Upper Floor)
Foxglove Manor (Ground Floor)
Foxglove Manor (Basement)
Foxglove Manor (Caverns)


1 to 50 of 382 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Welcome, you three! There were quite a few good submissions for this game, and the decision was hard, but you managed to stand out even among some tough competition. Congratulations!

Now, there are a few quick notes...

First, take a look at this profile. I'd like you to format your aliases following this format, including the stat bar - this will help me find what I'm looking for whenever I'm referencing your character sheet and reduce the time it takes to get through things. This includes putting all powers/abilities/feats/traits/etc. in alphabetical order down in the special abilities section.

Next, just so you know, I'm not going to be tracking resources unless there's a point in the campaign that's specifically called out as intended to challenge this - and if/when that happens, you'll be given ample notice to prepare. So don't worry about tracking basic camping gear or food, though anything you plan to use to solve problems should, of course, be listed.

For individual comments:

Mira: After some consideration on stats and game balance, I think I'd like you to drop your physical ability scores and natural armor by two points each as a more accurate representation of being "young" and less tough than a full-grown member of your kind would be. If you'd like to recalculate your ability scores on that basis and shuffle your point buy around, you're certainly welcome to - and since I didn't mention this in the recruitment thread (as I probably should have), I can also give you your first soul point as a bit of a trade-off.

Shalluk: Would you mind moving the +5 on your repeater crossbow to after the name? XD When it's before, I keep thinking "highly enhanced weapon", not "this is my ranged attack bonus".

Tanwen: I'm not really expecting this to be a problem, but your Cavalier order does more-or-less require you to show off. I am planning to run this adventure fairly close to the book, and would appreciate it if you could ensure you roleplay that motivation in a way that's in support of the party and won't be derailing things too badly. ^^

Your Harrowings - and the abilities that go with them - will be up in a little bit. First, I need breakfast...


Female Ifrit/Human (Chelish) Cleric (Sacred Attendant/Divine Paragon) of Arshea 1 | HP: 8/8 Channel 5/5| AC: 15, T: 15, FF: 10 | Fort: +1, Ref: +3, Will: +4 | BAB: +0, CMB: +0, CMD: 13 | Init: +3 | Perception: +2 | Active Conditions:

The order also can cause the character to self destruct to 0 AC if they Glorious Challenge enough, and as such I will not have an issue if I fail to defeat the target of my Challenge thus denying me the ability to Glorious Challenge.

Notably however the Order should work well with a smaller group, and the Edicts require me to "pursue glory for himself and those with whom he associates" IMO if she ever works against her party and derails things, that could be consider violating her edicts because she was not pursuing glory for her associates.

I will work on making my alias look more like the linked one shortly, I just woke up though.


Mira's Harrowing:
A figure sits before you, wrapped in a thick cloak that obscures their body. On their face is a mask - one half smiling, the other half angry and fearsome. In front of the figure is a desk, with lines carved deep into its surface to create a nine-box spread. The figure looks at you for a moment, with eyes that seem to pierce through you. "So, this is the form your soul has chosen. Then let us read the cards..." Quite calmly, he moves his hand over a deck of cards, then rapidly begins to shuffle them before expertly tossing them into the nine spots. "Your animal heritage has quite the emphasis on strength, does it not? And you have chosen to act in a way that's good without regard for law or chaos..." He taps the table, and the cards flip over to reveal themselves.

Ability Score: 1d6 ⇒ 3 Position: 1d9 ⇒ 7 = The Tangled Briar (Misaligned)
Ability Score: 1d6 ⇒ 6 Position: 1d9 ⇒ 9 = The Liar (Misaligned)
Ability Score: 1d6 ⇒ 4 Position: 1d9 ⇒ 6 = The Vision
Ability Score: 1d6 ⇒ 5 Position: 1d9 ⇒ 1 = The Winged Serpent
Ability Score: 1d6 ⇒ 1 Position: 1d9 ⇒ 1 = The Paladin
Ability Score: 1d6 ⇒ 5 Position: 1d9 ⇒ 4 = The Queen Mother
Ability Score: 1d6 ⇒ 3 Position: 1d9 ⇒ 5 = The Teamster
Ability Score: 1d6 ⇒ 6 Position: 1d9 ⇒ 4 = The Marriage
Ability Score: 1d6 ⇒ 5 Position: 1d9 ⇒ 6 = The Carnival

After a moment, the alignment spread becomes clear.

LE - CE - CN
LG - LG - LN
TN - LN - CN

The masked figure leans back, smiling. "Your role card did not appear." he said, tapping his fingers together.

"The positive aspect of your past is represented by The Tangled Briar, a lawful evil card of Constitution. However, it is misaligned - and here, it means that old evils endanger the present. This is a curious position, and a difficult one to read, but I believe that you will overcome the threats of your past. Your alignment card, representing the positive aspect of your present, is a misaligned placement of The Liar. It's a chaotic evil card of Charisma, and in this location, it means that a new relationship begins. Pay attention to those you are meeting, for they will help you greatly. The positive aspect of your future is represented by the Vision, a chaotic neutral card of intelligence. It stands for arcane knowledge, and though you may be looking at oracular lore in the future, I suggest you pay attention to the arcane side of things as well. You may find that you need it."

"Your uncertain past is represented by the Winged Serpent, a lawful good card of wisdom. It represents knowing when to strike - but in this placement, it shows that you have not always known when to strike, and there was a time in your past where this mattered. Think over what you have done. Your uncertain present is an important card, for it is the only card of strength on the board. As with the previous card, it's lawful good, and the Paladin means standing fast under adversity. You will find your ability to do so challenged very soon, but whether you stand or break is up to you. Your uncertain future is the Queen Mother, a lawful neutral card of wisdom. It stands for knowledge through fealty, but you may or may not acquire it."

"The negative side of your past is shown as the teamster, a true neutral card of constitution. It talks of driving external pressures - and its placement on the lower row shows that these pressures have not been good for you. However, they are in the past. Your negative present is the marriage, a lawful neutral card of charisma. I will be blunt: If somebody proposes to you, do not take them up on it, and avoid blending your ideas too closely with those of others. Your negative future is the Carnival, a chaotic neutral card of wisdom. It speaks of illusions and false dreams - you will be offered many things, but you should avoid throwing yourself after them."

"There are three full lines on this board. Your uncertainty is mired in the forces of law - rules and regulations may seem to offer support, but you should question whether they are right for you. Your negativity, on the other hand, is limited to neutrality - failing to take a stand for what you believe in is the source of many of your troubles. Finally, all of your future is positioned in neutrality - you may well find it difficult to be good or evil in the days to come."

The cards remain on the table for a moment, then rise into the air and slide back into the masked man's deck. He considers you for a moment, then opens his hand to reveal a small sphere of energy. "Let strength be your guide, Stagsdottir."

You have acquired the following ability: Soul of Strength (Su) Once per day, as a free action, you can attempt a feat of Strength to gain a +20 circumstance bonus on one Strength-based skill check or Strength ability check. Alternatively, you can use this ability to apply a +20 circumstance bonus to your Strength score for a number of hours equal to half your character level (minimum 1) for the purpose of determining your carrying capacity.


Shalluk's Harrowing:
A figure sits before you, wrapped in a thick cloak that obscures their body. On their face is a mask - one half smiling, the other half angry and fearsome. In front of the figure is a desk, with lines carved deep into its surface to create a nine-box spread. The figure looks at you for a moment, with eyes that seem to pierce through you. "So, this is the form your soul has chosen. Then let us read the cards..." Quite calmly, he moves his hand over a deck of cards, then rapidly begins to shuffle them before expertly tossing them into the nine spots. "Your heritage is dark, but you have chosen to follow the tenets of good. Neutral good is the right position for you, I think... but the crossbow is more important than the magic as a symbol for you, so Dexterity is the attribute that mattes." He taps the table, and the cards flip over to reveal themselves.

Ability Score: 1d6 ⇒ 3 Position: 1d9 ⇒ 2 = The Survivor
Ability Score: 1d6 ⇒ 5 Position: 1d9 ⇒ 6 = The Carnival
Ability Score: 1d6 ⇒ 5 Position: 1d9 ⇒ 7 = The Eclipse (Opposite Match)
Ability Score: 1d6 ⇒ 4 Position: 1d9 ⇒ 4 = The Inquisitor (True Match)
Ability Score: 1d6 ⇒ 4 Position: 1d9 ⇒ 1 = The Hidden Truth
Ability Score: 1d6 ⇒ 4 Position: 1d9 ⇒ 8 = The Idiot
Ability Score: 1d6 ⇒ 6 Position: 1d9 ⇒ 9 = The Liar
Ability Score: 1d6 ⇒ 1 Position: 1d9 ⇒ 4 = The Forge
Ability Score: 1d6 ⇒ 3 Position: 1d9 ⇒ 8 = The Sickness

With the cards now shown, the alignments are revealed.

NG - CN - LE
LN - LG - NE
CE - LN - NE

"This spread has both a true match and an opposite match, and these will be important." the masked man says, carefully watching you. "But no cards of your attribute have appeared - a telling detail."

"The positive aspect of your past is the Survivor, a neutral good card of constitution. It stands for rebirth through an ordeal, and though you have suffered as a tiefling, you have grown much better for it. The positive aspect of your present is the Carnival, a chaotic neutral card of wisdom. Illusions and false dreams are usually a negative thing, but their position here means that they will benefit you... and perhaps even become real. This is your alignment position, so pay attention to it. Your positive future is an opposite match - while normally a lawful evil card of wisdom, the Eclipse's place here means unheralded abilities and powers you never expected to have. The cards have spoken - and I will give you a greater power for your future."

"Your uncertain past is the Inquisitor, a lawful neutral card of intelligence. This is a true match, also important - it represents an immutable reality, yet its position in the middle row implies that what you thought was true about your past may be less accurate than you think. Consider what you have experienced, and watch for new knowledge. Your uncertain present is the Hidden Truth, a lawful good card of intelligence. It represents seeing past the obvious, but in this place, it means that you might not be able to do so. Your uncertain future is the Idiot, a neutral evil card of intelligence. It stands for grave foolishness and greed - this is what you face if you give in to your darker nature."

"Your negative past is represented by the Liar, a chaotic evil card of charisma. It stands for love at its most treacherous - your mother's love for your father is what brought you grief. Your negative present is the forge, a lawful neutral card of strength. It represents strength through diversity - but attempting to diversify too far will only weaken you. Your negative future is represented by the Sickness, a neutral evil card of constitution. It tells of disease of the body... and disease of the soul. Giving in to your sins will not bring you success."

"There is one line in these cards - your future. All of it is shrouded in evil, and try as you may, you will not escape this aspect of who you are."

He holds out a glowing sphere. "Power follows the cards, and this power is yours."

You have gained the following ability: Ultimate Versatility (Ex) Once per day, you can temporarily change one decision made for one of your class features. This change lasts for a number of minutes equal to half your character level (minimum 1). During this time, you're treated as if you had always had the new class feature. For example, you could use this ability to change the decision made with the arcane bond class feature, causing your bonded item to disappear (along with all of its bonuses and restrictions) and a familiar to appear in its place. This doesn't affect any prepared spells or spells you have already cast. If the new ability is limited in its uses per day, you receive half the normal number of uses (minimum 1). When this ability ends, your previous choice returns with the same number of uses as before you used this ability. If you use this ability to change a class feature that grants access to spells (such as a bloodline, patron, domain, or school), you lose access to any spells from the old choice but don't gain the ability to cast new spells. When the effect ends, the previous spells return and can be cast again. You can use this ability to change a feat or skill if you receive it from a class feature, but any other abilities that rely on the missing feat or skill as a prerequisite don't function while this ability is in effect.


Tanwen's Harrowing:
A figure sits before you, wrapped in a thick cloak that obscures their body. On their face is a mask - one half smiling, the other half angry and fearsome. In front of the figure is a desk, with lines carved deep into its surface to create a nine-box spread. The figure looks at you for a moment, with eyes that seem to pierce through you. "So, this is the form your soul has chosen. Then let us read the cards..." Quite calmly, he moves his hand over a deck of cards, then rapidly begins to shuffle them before expertly tossing them into the nine spots. "Like your companions, you care for good without regard to law or chaos. And of all the attributes, your Intelligence is greatest. Those are the choices we will use for this reading." He taps the table, and the cards flip over to reveal themselves.

Ability Score: 1d6 ⇒ 4 Position: 1d9 ⇒ 2 = The Wanderer
Ability Score: 1d6 ⇒ 4 Position: 1d9 ⇒ 8 = The Idiot (Misaligned)
Ability Score: 1d6 ⇒ 6 Position: 1d9 ⇒ 2 = The Theater
Ability Score: 1d6 ⇒ 4 Position: 1d9 ⇒ 5 = The Foreign Trader
Ability Score: 1d6 ⇒ 1 Position: 1d9 ⇒ 2 = The Keep
Ability Score: 1d6 ⇒ 3 Position: 1d9 ⇒ 1 = The Trumpet
Ability Score: 1d6 ⇒ 1 Position: 1d9 ⇒ 2 = The Keep (Misaligned)
Ability Score: 1d6 ⇒ 1 Position: 1d9 ⇒ 5 = The Bear
Ability Score: 1d6 ⇒ 1 Position: 1d9 ⇒ 7 = The Fiend

The figure behind the mask hissed excitedly as he looked down at the spread. "A duplicate! A DUPLICATE!" he said, raising his head to look at you. "Such things do occur with my deck, but they are rare, so rare! And these positions!"

NG - NE - NG
TN - NG - LG
NG - TN - LE

"Half the spread matches your alignment, and boxes your alignment position in! And a line! More, the very first card was your role card! Oh, this is a fascinating spread."

"The very first card is your role card - The Wanderer, a neutral good card of intelligence. It stands for finding worth in cast-off things... and though many women would object to working in a brothel, this may have been the most valuable thing you did in your life. That is the positive aspect of your past, and pay attention to it! Your positive present is misaligned - the idiot is a neutral evil card of intelligence, but its position refers to clever feigning of idiocy. Hiding your true expertise is wise, and may help you get what you want. Your positive future is the Theater, a neutral good card of charisma - and again important, for it matches your alignment. It means that prophecies are true - if you are given one, follow it. It will greatly benefit you!"

He's physically trembling with excitement. "Your uncertain past is the Foreign Trader, a true neutral card of intelligence. It represents an informative pact, but its position in uncertainty means that agreements previously made may not have involved full disclosure of information. However, this is tied far more strongly to your positive past than your negative. Your uncertain present is the first appearance of the Keep - a neutral good card of strength meaning unshakability when threatened. You may not be able to avoid being shaken by the things you encounter. Your uncertain future is the Trumpet, a lawful good card of constitution. It stands for a declaration of power - your Order of the Flame may call you to seek glory, but your ability to actually do so will come into question."

"Your negative past is a duplicate - a misaligned Keep. It means that temptation is stronger, and the times you gave in to that were not wise... though they have certainly been overshadowed. Your negative present is the Bear, a true neutral card of strength standing for the reigning power of brute force. However, its negative position means that using brute force will not solve your problems - if you seek glory, then look to your wit. Your negative future is represented by the Fiend, a lawful evil card of strength. It tells of many losses in a calamity... be prepared for them."

"These positions are fascinating. Three cards match your ability, and they form an arrow pointing to your role card. It would be very difficult for a spread to be more emphatic about finding worth in the cast-off parts of your past. Furthermore, there is a line through your positive future - staying neutral there and avoiding law or chaos will benefit you. A second line, forming the number seven, goes diagonal. From the negative temptation of your past to an unshakeable resolve, then to a future where a prophecy comes true and benefits you. This is the course of your life."

You have gained the following abilities:

Always a Chance (Ex) Once per day, as decided by you, you don't automatically miss when you roll a 1 on an attack roll.

Pierce the Darkness (Sp) You gain permanent darkvision with a 60-foot range, as the universal monster ability. If you possess darkvision, the range increases by 60 feet.


Female Ifrit/Human (Chelish) Cleric (Sacred Attendant/Divine Paragon) of Arshea 1 | HP: 8/8 Channel 5/5| AC: 15, T: 15, FF: 10 | Fort: +1, Ref: +3, Will: +4 | BAB: +0, CMB: +0, CMD: 13 | Init: +3 | Perception: +2 | Active Conditions:

Guess I won't need to worry about having a light source.

Tanwen should be formatted in the way you like now, though I will mention that all of her order abilities are under order rather then alphabetically.


Now I just need your companions to check in, and we'll be able to get started. ^^


Female Ifrit/Human (Chelish) Cleric (Sacred Attendant/Divine Paragon) of Arshea 1 | HP: 8/8 Channel 5/5| AC: 15, T: 15, FF: 10 | Fort: +1, Ref: +3, Will: +4 | BAB: +0, CMB: +0, CMD: 13 | Init: +3 | Perception: +2 | Active Conditions:

I know the book says (Sp), but shouldn't pierce the darkness be (Su)?

(Sp) is Spell like, meaning I have to activate it as a standard action and doing so provokes.

(Su) would be a Supernatural ability, and thus always on unless I am somewhere where magic doesn't function or it gets dispelled.

I ask because the ability says permanent, but as a (Sp) I should be able to basically turn it on or off as I like, where as (Su) would be permanent.


Female Human Inquisitor/Oracle 1 HP: 2/8 | AC: 17/14/13 | Fort +2, Ref +3, Will +5 | BAB +0, CMB +2, CMD 15 | Init: +3 | Perception: +8 |
Abilities:
Spells (Inq.): lvl 1 2/2
Skills:
Acro +4(+12), Know(Nature) +9 (+12), Know(Religion) +6 (+9), Kn(Geography) +6, Ride +7, S. Motive +7, Stealth +12, Survival +7

Working on the changes. Don't suppose I could ditch my profession instead of one of my other skills? Really hate to lose Knowledge: Geography.

Also I'd forgotten to choose my domain. If I take animal/fur, can I get the +2 stats to the animal companion like the divine hunter?

Relevant Section from Divine Hunter:

If the divine hunter selects the animal domain, she does not gain a second animal companion upon reaching an effective cleric level of 4th. When the divine hunter would gain that ability, her animal companion instead gains two ability score increases (gaining +1 to two different ability scores or +2 to one ability score). If her animal companion dies or is released, when she gains a new one, it benefits from this ability score increase.


@Tanwen: Assuming it is a typo. It's also possible that it's meant to be treated as spell-like, with the permanency modifier. But yeah, let's go ahead and call it Supernatural instead.

@Mira: The bonus skill point is meant to represent your character outside of their job as an adventurer - what they've trained as a career, hobby, or interest. If it helps, I don't expect Geography checks to be a major part of this campaign. In fact, I'm not sure I've ever asked for one...

For Divine Hunter, no. It's an archetype for a class you don't have levels in, and I'd rather not start allowing people to pick features from any archetype they want. XD; I try to be consistent, and that's a can of worms (for balance) that's best left unopened.


Female Human Inquisitor/Oracle 1 HP: 2/8 | AC: 17/14/13 | Fort +2, Ref +3, Will +5 | BAB +0, CMB +2, CMD 15 | Init: +3 | Perception: +8 |
Abilities:
Spells (Inq.): lvl 1 2/2
Skills:
Acro +4(+12), Know(Nature) +9 (+12), Know(Religion) +6 (+9), Kn(Geography) +6, Ride +7, S. Motive +7, Stealth +12, Survival +7

The reason I asked is 'cause otherwise it'd give two animal companions, which I'm not particularly interested in. I can switch to another domain though, just need to decide between plant/growth and the Illumination inquisition.

Also, I was apparently short a skill before, forgot the one from my favored class bonus, so no need to drop anything.

Last thing: Did you want to come up with something Elk-ish for the Species Affinity ability Animal Lords get? Or should I just remove it?

Edit: Changes all done to the profile.


Female Ifrit/Human (Chelish) Cleric (Sacred Attendant/Divine Paragon) of Arshea 1 | HP: 8/8 Channel 5/5| AC: 15, T: 15, FF: 10 | Fort: +1, Ref: +3, Will: +4 | BAB: +0, CMB: +0, CMD: 13 | Init: +3 | Perception: +2 | Active Conditions:

Two animal companions wouldn't necessarily be a bad thing, after all both you and Shalluk are ranged focused it would seem, where as Tanwen is melee focused, and I picked a melee focused teamwork for my tactician bonus feat.


The Species Affinity is a legitimate part of the template. Let's see... for an elk, I'm thinking something about the antlers... how about this?

Forceful Charge (Ex) Elk Lords gain 1d6 to their combat maneuver checks when using Bull Rush, Overrun, or Reposition.

Also, Soul of Strength is half your character level when carrying stuff. XD Written that way for a reason!


Female Ifrit/Human (Chelish) Cleric (Sacred Attendant/Divine Paragon) of Arshea 1 | HP: 8/8 Channel 5/5| AC: 15, T: 15, FF: 10 | Fort: +1, Ref: +3, Will: +4 | BAB: +0, CMB: +0, CMD: 13 | Init: +3 | Perception: +2 | Active Conditions:

Just as my always a chance was written as 1/day for a reason I am sure, though I would be hard pressed to find anything with 5 AC so until I get a really high to hit bonus 1/day vs always will make little difference.


Yup. Though some of those attack rolls with fire (potentially going against Touch AC) might be able to benefit from it later on. ^^


Now we're just waiting on word from Shalluk...


Female Ifrit/Human (Chelish) Cleric (Sacred Attendant/Divine Paragon) of Arshea 1 | HP: 8/8 Channel 5/5| AC: 15, T: 15, FF: 10 | Fort: +1, Ref: +3, Will: +4 | BAB: +0, CMB: +0, CMD: 13 | Init: +3 | Perception: +2 | Active Conditions:

Looks like they haven't posted since Thursday, hopefully they come back soon, they got such a nice mythic ability too.


Well, I'll give them to the end of tomorrow - weekends can be quiet, after all. ^^ Otherwise, I'll contact someone else.


Female Human Inquisitor/Oracle 1 HP: 2/8 | AC: 17/14/13 | Fort +2, Ref +3, Will +5 | BAB +0, CMB +2, CMD 15 | Init: +3 | Perception: +8 |
Abilities:
Spells (Inq.): lvl 1 2/2
Skills:
Acro +4(+12), Know(Nature) +9 (+12), Know(Religion) +6 (+9), Kn(Geography) +6, Ride +7, S. Motive +7, Stealth +12, Survival +7

Hopefully he turns up!

As an aside, I was thinking about going Warsighted Oracle (Wood) instead of straight Oracle. I'm thinking given that we've got Shalluk as ranged and Tanwen as melee, Mira being able to switch back and forth with the flexible feats wouldn't be a bad idea. Also combines well with the flexibility in teamwork feats Inquisitors get.


Female Ifrit/Human (Chelish) Cleric (Sacred Attendant/Divine Paragon) of Arshea 1 | HP: 8/8 Channel 5/5| AC: 15, T: 15, FF: 10 | Fort: +1, Ref: +3, Will: +4 | BAB: +0, CMB: +0, CMD: 13 | Init: +3 | Perception: +2 | Active Conditions:

Not looking good for Shalluk.


*Checks watch* Nope. I'll probably give it another two hours from now, then PM an alternate from the recruitment thread. Thank you both for being so patient while I try to get this sorted out. ^^


Female Human Inquisitor/Oracle 1 HP: 2/8 | AC: 17/14/13 | Fort +2, Ref +3, Will +5 | BAB +0, CMB +2, CMD 15 | Init: +3 | Perception: +8 |
Abilities:
Spells (Inq.): lvl 1 2/2
Skills:
Acro +4(+12), Know(Nature) +9 (+12), Know(Religion) +6 (+9), Kn(Geography) +6, Ride +7, S. Motive +7, Stealth +12, Survival +7

No worries! Waiting a couple days is nothing when you've got slots in RVT campaigns ;)


Male. Mostly. Human. Mostly. Archaeologist

Crap, sorry, I'm here. I thought we weren't stopping recruitment until today. Give me a few minutes to get up to speed and Ill post. Apologies for the delay all.


Aaaaaaaaand under the wire by about three minutes. XD Nice save. All right, then - check your comments and your power, and I think we'll be ready to go as soon as your alias is up - barring uncertainties, I'll post the intro later tonight, and we'll be jumping straight in.


Male Tiefling Brawler 1 | HP 12/12 | AC: 18, T: 13, FF: 15 | Fort: +4, Ref: +5, Will: +2 | BAB: +1, CMB: +6, CMD: 19, | Init: +2 | Perception: +6 |

Yeah, that was a little close for comfort. Again, I'm really sorry about that. Life at home has been a touch hectic, thanks to a loss of gas, and I just checked back today to see I'd almost lost the spot. Eheh.

Shalluk's alias should be up to date now, including fixing crossbow and adding the special ability. Not quite sure what I'll use it for until I have a Mystery to play with, but it is very cool.


And there we go... let's get this festival started!


Male Tiefling Brawler 1 | HP 12/12 | AC: 18, T: 13, FF: 15 | Fort: +4, Ref: +5, Will: +2 | BAB: +1, CMB: +6, CMD: 19, | Init: +2 | Perception: +6 |

Gobbos being as subtle as ever. Now we just have to fear fire works...


Female Human Inquisitor/Oracle 1 HP: 2/8 | AC: 17/14/13 | Fort +2, Ref +3, Will +5 | BAB +0, CMB +2, CMD 15 | Init: +3 | Perception: +8 |
Abilities:
Spells (Inq.): lvl 1 2/2
Skills:
Acro +4(+12), Know(Nature) +9 (+12), Know(Religion) +6 (+9), Kn(Geography) +6, Ride +7, S. Motive +7, Stealth +12, Survival +7

Gah, can't believe I made such a formatting error in my post. Apparently I was more tired than I thought last night :P


Male Tiefling Brawler 1 | HP 12/12 | AC: 18, T: 13, FF: 15 | Fort: +4, Ref: +5, Will: +2 | BAB: +1, CMB: +6, CMD: 19, | Init: +2 | Perception: +6 |

It happens, annoyingly. Sometimes the 1 hour edit window really feels tight.


Female Ifrit/Human (Chelish) Cleric (Sacred Attendant/Divine Paragon) of Arshea 1 | HP: 8/8 Channel 5/5| AC: 15, T: 15, FF: 10 | Fort: +1, Ref: +3, Will: +4 | BAB: +0, CMB: +0, CMD: 13 | Init: +3 | Perception: +2 | Active Conditions:

I think my harrowing cursed my dice, the line "your Order of the Flame may call you to seek glory, but your ability to actually do so will come into question." seems relevant when I cannot roll higher then a 5.


Male Tiefling Brawler 1 | HP 12/12 | AC: 18, T: 13, FF: 15 | Fort: +4, Ref: +5, Will: +2 | BAB: +1, CMB: +6, CMD: 19, | Init: +2 | Perception: +6 |

I'm really surprised by how well I've been rolling. Usually I roll like my dice have been leaded to roll 1's all day, with the exception of skill checks. It's been a refreshing change of pace.


If it makes you feel better, tests suggest that the rolls on this site aren't legitimately random. In another game I'm running, for example, my player often gets high rolls and crits with her weapons - while I've gotten several 1's in quick succession to each other (and in an aura that turns failures into catastrophic failures, no less). XD I'm sure it'll average out better over the long term, though.


Male Tiefling Brawler 1 | HP 12/12 | AC: 18, T: 13, FF: 15 | Fort: +4, Ref: +5, Will: +2 | BAB: +1, CMB: +6, CMD: 19, | Init: +2 | Perception: +6 |

Yup, since that set of dice rolls sucked for me. I opened my big dub mouth again. Maybe your next set will be a little nicer to you?


Female Ifrit/Human (Chelish) Cleric (Sacred Attendant/Divine Paragon) of Arshea 1 | HP: 8/8 Channel 5/5| AC: 15, T: 15, FF: 10 | Fort: +1, Ref: +3, Will: +4 | BAB: +0, CMB: +0, CMD: 13 | Init: +3 | Perception: +2 | Active Conditions:

My guess is the forums think I am a skilled character due to my intelligence score being so high, I have noticed in many campaigns that the skilled character has cold dice.


Female Human Inquisitor/Oracle 1 HP: 2/8 | AC: 17/14/13 | Fort +2, Ref +3, Will +5 | BAB +0, CMB +2, CMD 15 | Init: +3 | Perception: +8 |
Abilities:
Spells (Inq.): lvl 1 2/2
Skills:
Acro +4(+12), Know(Nature) +9 (+12), Know(Religion) +6 (+9), Kn(Geography) +6, Ride +7, S. Motive +7, Stealth +12, Survival +7

I had that happen with my alchemist in one campaign. He almost never was able to hit anything in combat.

Was made worse by the fact that when he did hit, he hit for next to nothing since he had weapon finesse and no agile weapon yet. :p


Male Tiefling Brawler 1 | HP 12/12 | AC: 18, T: 13, FF: 15 | Fort: +4, Ref: +5, Will: +2 | BAB: +1, CMB: +6, CMD: 19, | Init: +2 | Perception: +6 |

I don't think I've ever seen Goblins take so many chunks out of people. I guess even being Gestalt doesn't mean you can slack off when it comes to evil minded greenies...


1 person marked this as a favorite.

True. XD Gestalt's good at giving you options, but that doesn't mean you're inherently tougher - heck, I've had characters with totally ridiculous builds (three-class gestalt, 150% HP, mythic) still manage to die to a basic trap in a dungeon. I didn't even adjust the stats of these enemies - sometimes, the dice themselves decide to increase the challenge you face...


Female Human Inquisitor/Oracle 1 HP: 2/8 | AC: 17/14/13 | Fort +2, Ref +3, Will +5 | BAB +0, CMB +2, CMD 15 | Init: +3 | Perception: +8 |
Abilities:
Spells (Inq.): lvl 1 2/2
Skills:
Acro +4(+12), Know(Nature) +9 (+12), Know(Religion) +6 (+9), Kn(Geography) +6, Ride +7, S. Motive +7, Stealth +12, Survival +7

It'd be boring if things didn't go badly from time to time. Also it can make for a more interesting story too.


Male Tiefling Brawler 1 | HP 12/12 | AC: 18, T: 13, FF: 15 | Fort: +4, Ref: +5, Will: +2 | BAB: +1, CMB: +6, CMD: 19, | Init: +2 | Perception: +6 |

Sorry for the delay. A trip I was going on proved much more difficult than anticipated. I should be posting the same amount, but possibly not at my usual times, until Sunday.


Male Tiefling Brawler 1 | HP 12/12 | AC: 18, T: 13, FF: 15 | Fort: +4, Ref: +5, Will: +2 | BAB: +1, CMB: +6, CMD: 19, | Init: +2 | Perception: +6 |

Heya bossdude, can I buy special crossbow bolts, such as Blunted Crossbow Bolts, but only getting 1/4 of the usual number (thanks Repeater). It would be nice against some beasties...like skeletons.


Technically, I think those are only for arrows... but what the heck, sure. XD Write up the stats you think are appropriate and send 'em over. I'll make any changes that seem appropriate, double-check 'em, and we'll be good to go.


Male Tiefling Brawler 1 | HP 12/12 | AC: 18, T: 13, FF: 15 | Fort: +4, Ref: +5, Will: +2 | BAB: +1, CMB: +6, CMD: 19, | Init: +2 | Perception: +6 |

Yeah, they're arrows only. I never really got why though. They're both sticking a sharp bit on a stick with arrows, bolts are just thicker and heavier.

I'll write them up later, as I need to start doing actual work again in a few minutes.


*Prods Mira* You're up.


...Time for Roll Call, I think. Please post here within 48 hours of when this message was posted - if you haven't, I'll assume you've dropped and will be searching for replacements.


Female Ifrit/Human (Chelish) Cleric (Sacred Attendant/Divine Paragon) of Arshea 1 | HP: 8/8 Channel 5/5| AC: 15, T: 15, FF: 10 | Fort: +1, Ref: +3, Will: +4 | BAB: +0, CMB: +0, CMD: 13 | Init: +3 | Perception: +2 | Active Conditions:

Here


Male Tiefling Brawler 1 | HP 12/12 | AC: 18, T: 13, FF: 15 | Fort: +4, Ref: +5, Will: +2 | BAB: +1, CMB: +6, CMD: 19, | Init: +2 | Perception: +6 |

Still here, still wanting to go on.


Mira? Just a few more hours left, or I'll assume you've dropped.


*Clicks timer* Guess I'll go PM some people who applied before. XD; Awkward, this...


Male Tiefling Brawler 1 | HP 12/12 | AC: 18, T: 13, FF: 15 | Fort: +4, Ref: +5, Will: +2 | BAB: +1, CMB: +6, CMD: 19, | Init: +2 | Perception: +6 |

Bummer.


Anyway, I'm talking to someone else and working to get them up to speed. In the meantime, let's see if we can't continue this...

1 to 50 of 382 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM Rednal's Rise of the Runelords: AE Discussion All Messageboards

Want to post a reply? Sign in.