GM Void Dragon's WotR

Game Master Void Dragon

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Male Half-Orc Invulnerable Barbarian 3 |HP 44/44[50/50] | DR/- 1 | AC 19[17](T12/FF17) | CMB +6[8]; CMD 18[20] | Fort +6[8], Ref +3, Will +3[5]| Initiative +2, Perception +6, Sense motive +1

Maybe bot Nau for a bit. RL isn't going so great for him atm.


Current Map

Alright. Hope everything gets better for you Nau. Wishing you the best.


GP | HP 50/50 | AC 16 | T 11 | FF 15 | CMD 17 | Fort +2 | Ref +2 | Will +7 | Init +5 | Perc +14

Hey Void, could you please bold whoever is up in initiative? Like Ramage does, so it would be simpler for us to follow.


Current Map

Alright. Will do from now on. Will get post for enemies done after work.


GP | HP 50/50 | AC 16 | T 11 | FF 15 | CMD 17 | Fort +2 | Ref +2 | Will +7 | Init +5 | Perc +14

Oh Valkyrie you've got some dark humor in you, hun?


Active Spells:
HP 101/101 | AC 35 | T 25 | FF 20 | CMD 34 | Fort +12 | Ref +17 | Will +11 | Init +16 | Perc +17 | Images 4
Usable:
Arcane Pool 5/8, Panache 6/6, Mythic Power 6/9,

What ever did i do?


GP | HP 50/50 | AC 16 | T 11 | FF 15 | CMD 17 | Fort +2 | Ref +2 | Will +7 | Init +5 | Perc +14

You delivered the scrolls to a recently blinded person?

^_^


Active Spells:
HP 101/101 | AC 35 | T 25 | FF 20 | CMD 34 | Fort +12 | Ref +17 | Will +11 | Init +16 | Perc +17 | Images 4
Usable:
Arcane Pool 5/8, Panache 6/6, Mythic Power 6/9,

Rofl omg i forgot abt that..


Male Half-Orc Invulnerable Barbarian 3 |HP 44/44[50/50] | DR/- 1 | AC 19[17](T12/FF17) | CMB +6[8]; CMD 18[20] | Fort +6[8], Ref +3, Will +3[5]| Initiative +2, Perception +6, Sense motive +1

Decided I should get the celestial and beast totems. They split up nicely and can them as soon as they are available without needing to get Extra Rage power.


GP | HP 50/50 | AC 16 | T 11 | FF 15 | CMD 17 | Fort +2 | Ref +2 | Will +7 | Init +5 | Perc +14

We should get the feat Extra Player as well.


Current Map

If I have not gotten a response from Ixos before you all get out of the tunnels then I will pause for a moment and recruit a new member for this AP.


Current Map

Alright at this moment I have given up on hearing anything back from Ixos. I hope everything is going well for him, but it is obvious that he will not be coming back any time soon. I now ask for your opinions on what role you want me to open a recruitment thread for, and how many people you feel we should recruit.


Active Spells:
HP 101/101 | AC 35 | T 25 | FF 20 | CMD 34 | Fort +12 | Ref +17 | Will +11 | Init +16 | Perc +17 | Images 4
Usable:
Arcane Pool 5/8, Panache 6/6, Mythic Power 6/9,

From what Omen said Ixos isn't coming back for a while, if ever.. We lost Yodler too so really there is only 3 pcs atm.. I vote for an arcanist of some sort or another class that can heal as well.. There's actually a few classes that can do both.. Some ranged damage wouldnt be to bad as well..


Lawyer 8/MBA 7/RPGist 5

I think we need two more people. I'm divine, but not a cleric, so no much healing, although I can cover that function. Valk is arcane, but not the full type, but it's working. I think we've got roles covered, so we can have basically anything.

Anyway, I would suggest you to select people who post frequently and who have at least a couple thousand posts at the boards...


With all the physical damage we have a Bard wouldn't be terrible and while I'm arcane I would like to have a full arcane caster.. They are invaluable at higher levels, as are full divines..


Male Half-Orc Invulnerable Barbarian 3 |HP 44/44[50/50] | DR/- 1 | AC 19[17](T12/FF17) | CMB +6[8]; CMD 18[20] | Fort +6[8], Ref +3, Will +3[5]| Initiative +2, Perception +6, Sense motive +1

I know there is probably a +5 Keen Holy Adamantine Falchion of Speed hidden in the garbage, but swimming in trash is just not Thorst' style.


Active Spells:
HP 101/101 | AC 35 | T 25 | FF 20 | CMD 34 | Fort +12 | Ref +17 | Will +11 | Init +16 | Perc +17 | Images 4
Usable:
Arcane Pool 5/8, Panache 6/6, Mythic Power 6/9,

It is amazing what enemies will throw away..


GP | HP 50/50 | AC 16 | T 11 | FF 15 | CMD 17 | Fort +2 | Ref +2 | Will +7 | Init +5 | Perc +14

Well, if it's holy they can't use it... garbage...


Male Half-Orc Invulnerable Barbarian 3 |HP 44/44[50/50] | DR/- 1 | AC 19[17](T12/FF17) | CMB +6[8]; CMD 18[20] | Fort +6[8], Ref +3, Will +3[5]| Initiative +2, Perception +6, Sense motive +1

Well, the other bonuses might outway a negative level?


Active Spells:
HP 101/101 | AC 35 | T 25 | FF 20 | CMD 34 | Fort +12 | Ref +17 | Will +11 | Init +16 | Perc +17 | Images 4
Usable:
Arcane Pool 5/8, Panache 6/6, Mythic Power 6/9,

If an evil 1st level character picks up a holy weapon does he die? Does he come back to life when his lifeless body drops it? lol..


Male Half-Orc Invulnerable Barbarian 3 |HP 44/44[50/50] | DR/- 1 | AC 19[17](T12/FF17) | CMB +6[8]; CMD 18[20] | Fort +6[8], Ref +3, Will +3[5]| Initiative +2, Perception +6, Sense motive +1

Yes. That would be hilarious.


Active Spells:
HP 101/101 | AC 35 | T 25 | FF 20 | CMD 34 | Fort +12 | Ref +17 | Will +11 | Init +16 | Perc +17 | Images 4
Usable:
Arcane Pool 5/8, Panache 6/6, Mythic Power 6/9,

TR/Thorst there's a possibility that i might have to replace a character in my Mummy's Mask campaign.. He's having some issues so im giving him a bit, but im not gonna bot him forever.. Would you be interested in replacing him if so?


GP | HP 50/50 | AC 16 | T 11 | FF 15 | CMD 17 | Fort +2 | Ref +2 | Will +7 | Init +5 | Perc +14

The 5/day posts campaign...


Male Half-Orc Invulnerable Barbarian 3 |HP 44/44[50/50] | DR/- 1 | AC 19[17](T12/FF17) | CMB +6[8]; CMD 18[20] | Fort +6[8], Ref +3, Will +3[5]| Initiative +2, Perception +6, Sense motive +1

Ooh mummies mask. What sort of role is he/might you need? I'll have to get the player guide then and read it and get back to you.


Male Half-Orc Invulnerable Barbarian 3 |HP 44/44[50/50] | DR/- 1 | AC 19[17](T12/FF17) | CMB +6[8]; CMD 18[20] | Fort +6[8], Ref +3, Will +3[5]| Initiative +2, Perception +6, Sense motive +1

Is it still 5/day? That will be a problem for me. :(


GP | HP 50/50 | AC 16 | T 11 | FF 15 | CMD 17 | Fort +2 | Ref +2 | Will +7 | Init +5 | Perc +14

We have currently 853 posts (although a lot of bla bla bla in gameplay) in 35 days of game (whoa, time flies!), which gives us more than 24 posts a day for the 5 of us (4, actually), but I'm not the GM to specify if you are able to do it or not...


Active Spells:
HP 101/101 | AC 35 | T 25 | FF 20 | CMD 34 | Fort +12 | Ref +17 | Will +11 | Init +16 | Perc +17 | Images 4
Usable:
Arcane Pool 5/8, Panache 6/6, Mythic Power 6/9,

Well i like to keep it around that.. I understand s@$* happens.. The main thing is that i wanted a campaign that would keep moving forward so i set that post rate in an attempt to do that.. So far we're about 60% through the first book in a little over a month..

I haven't been a Nazi about it so far.. Mostly because everyone's been doing great about post rate.. Well accept for our Bloodrager, who's having some personal issues atm..

He's our front liner so that position would be whats needed..


Current Map

Congratulations you are all now level 3! While you are leveling up and other things I will open a recruitment for more players.


Active Spells:
HP 101/101 | AC 35 | T 25 | FF 20 | CMD 34 | Fort +12 | Ref +17 | Will +11 | Init +16 | Perc +17 | Images 4
Usable:
Arcane Pool 5/8, Panache 6/6, Mythic Power 6/9,

Is it assumed we can find a place to rest and regain hps/spells etc? Or do we just need to add what we would gain for leveling for now?


Current Map

You will be able to find an area to rest in yes.


Active Spells:
HP 101/101 | AC 35 | T 25 | FF 20 | CMD 34 | Fort +12 | Ref +17 | Will +11 | Init +16 | Perc +17 | Images 4
Usable:
Arcane Pool 5/8, Panache 6/6, Mythic Power 6/9,

Level 3 Magus:
Hp: +8(1d8+3)
Saves: +1 Reflex
Feats: Dervish Dance
Skills x6: +1 Perc, +1 Know Planes, +1 Spellcraft, +1 Acrobatics, +2 Perform Dance
Spells: +1 1st
Magus Arcana: Arcane Accuracy

Can finally do over 10 damage without a crit..

I suppose it can wait to Rp it, but is there a place to purchase healing and sell/purchase gear? When it becomes possible I vote we split the cost of a cure light and infernal healing wand..

As far as recruitment goes another full divine would be nice or a full arcane.. Some ranged dps wouldn't be horrible either..

My vote would be:
Cleric/Oracle/Druid for 1 pick..
Wizard/Sorc/Arcanist or Ranged Dps Focused Ranger/Warpriest/Slayer for the other pick..


Current Map

Actually right now there is nowhere to sell or buy goods.


Active Spells:
HP 101/101 | AC 35 | T 25 | FF 20 | CMD 34 | Fort +12 | Ref +17 | Will +11 | Init +16 | Perc +17 | Images 4
Usable:
Arcane Pool 5/8, Panache 6/6, Mythic Power 6/9,

Ok, As far as rest goes can we get full bedrest of 2hp/level or just the normal 1hp/level?


Active Spells:
HP 101/101 | AC 35 | T 25 | FF 20 | CMD 34 | Fort +12 | Ref +17 | Will +11 | Init +16 | Perc +17 | Images 4
Usable:
Arcane Pool 5/8, Panache 6/6, Mythic Power 6/9,

Forgot to roll hd and see if i get better..

1d8 ⇒ 3 nope..


Active Spells:
HP 101/101 | AC 35 | T 25 | FF 20 | CMD 34 | Fort +12 | Ref +17 | Will +11 | Init +16 | Perc +17 | Images 4
Usable:
Arcane Pool 5/8, Panache 6/6, Mythic Power 6/9,

Void, do you mind me asking questions or giving tips on the recruitment? For example the priest/bard could instead just be an Evangelist Cleric and not sacrifice his divine casting.. Of course i suppose he could heading towards some sorta wierd mystic theurge..

The slayer appears to be heading towards a trip build, which could be interesting with our melee heavy group, although he needs a 13 int to get combat expertise, although the scorpion whip could just be his ranged option.. Perhaps we could get him to look at a ranged build instead? We all know how flimsy they are in melee..

The other bard's archetype is very "Concieted", imo and he uses scimitar's and that's dipping into my coolaid lol.. I never liked the bard's who only inspire themselves..

Not trying to sound like Walter here lol, but we need to have a solid team to take this all the way, so nitpicking replacements should be a priority imo..


Current Map

I just got back from work so I haven't had a great deal of tome to look over the new submissions but feel free to have your input in the recruitment thread.


Active Spells:
HP 101/101 | AC 35 | T 25 | FF 20 | CMD 34 | Fort +12 | Ref +17 | Will +11 | Init +16 | Perc +17 | Images 4
Usable:
Arcane Pool 5/8, Panache 6/6, Mythic Power 6/9,

Man so much for the input.. Apparently i came off as an ass.. Walter go and fix it!


Lawyer 8/MBA 7/RPGist 5

Well, I tried, but I'm not Jack Shephard.

I'm not sure why did you think I'm optimized in first place ^_^

Since we are all here and Omen is not, I'd like to discuss our mission on Way of the Wicked, if you don't mind. Please I'm serious about this, and I don't want to post it there cause the GM may use my reasoning against us:

Replying to Vlad's last post:
If they sent several soldiers after us all the better, we could certainly beat a party of 20+ regular soldiers with our resources, weakening the castle (they would certainly NOT do that), but you misunderstood me.

I mean, yes, lets fire the signal and hold the gatehouse as you suggested, but it will not be an easy task. I'm also a GM and I always tend to consider that the enemy will use everything its got, so I'm seeing several complications here.

Considering they will take ONE hour to get here (as I bet they would take more - they cannot come charging all the way)

First, the guards on duty certainly have a quiver with them, meaning there are 100+ soldiers, with a total of 2000+ arrows, that is enough to kill us. And to kill several Bugbears too after that.

We need to get to the top of the gatehouse to sabotage the siege weapons. They will have dozens of archers waiting for us at the walls when we do that, unless we do that in about two rounds (the trapdoor to the roof could be already locked, btw). We are four, and not much of the archer type. Our only hope is to have means of protection while going up there (darkness), then use the wand of fireball to kill some and bows to do the rest. Still, if there are more than 10 soldiers (of course there will be) we cannot hope to defeat them with the cover granted by the walls. So when our Darkness ends (40 minutes) we will perish from the arrows. Thus, we cannot hold the top.

The ground floor is a deathtrap, and where there will be several bugbears there by the way. So all its left is the middle level of the gatehouse, but since we do not hold the top they can climb by the outside and attack us from three fronts, the door and the two trapdoors.

I believe our best bet is to fire the signal from the bridge and hold the first level for about 20 minutes, then climb up with the help of darkness and empty the fireball wand (that has only 7 charges left, by the way) on the archers on the wall, since we will be on the shadows and they at least in dim light. We keep firing arrows until the Bugbears arrive.


Lawyer 8/MBA 7/RPGist 5

Omen has confirmed that the soldiers do have a lot of arrows and bows.

How many darkness spells do you have Eryan?


Male Half-Orc Invulnerable Barbarian 3 |HP 44/44[50/50] | DR/- 1 | AC 19[17](T12/FF17) | CMB +6[8]; CMD 18[20] | Fort +6[8], Ref +3, Will +3[5]| Initiative +2, Perception +6, Sense motive +1

Eryan has 2 darkness/deeper uses. Come next level though. Infinite Darkness! I just hope the cleric was the only one that was capable of casting daylight. I would actually like to finish Balentyne asap if my vote counts.

Also if Omen isn't able to continue GM'ing after, I might be able to. Already running a group through it and was thinking of purchasing book two pretty soon. I don't mind gm'ing again and you guys are pretty cool.


I was pretty sure the only spot that the top of the gatehouse could be fired upon was the tower.. And not many could get up there.. It matters not where we make our stand, although at least we can hold pinch points on the 2nd level, it matters that both the port cullis and the drawbridge are open when the bugbears arrive.. Sure they might loose 100 bugbears, there are 1000s of them and thats not our problem..

I think if we can barricade the stairs from level 1 and hold the bridge door on level 2, we can shuffle from 2-3 and keep em pretty harrased until Fireaxe arrives.. Ntm its possible we can turn the seige weapons back on the castle..


And your solution to the recruitment was to ignore me? Ass.. My suggestions were not that bad and for the most part we are optimized.. My deffinition of that is not min/maxed but built well and we are.. I was thinking more of reinforecing that we dont need another melee as that seems to be mostly whats applying, but rather a ranged dps and a full arcane or buffer..

So far I like the ranged paladin and ranged alchemist as our physical guy.. The sorcerer's build is kinda wierd, so hopefully someone else will submit something full arcanish or bardish..


As far as Omen goes, we can look for another GM before you take the reins TR, you've put the time in like the rest of us and deserve to get to play it, not just DM it..


Male Half-Orc Invulnerable Barbarian 3 |HP 44/44[50/50] | DR/- 1 | AC 19[17](T12/FF17) | CMB +6[8]; CMD 18[20] | Fort +6[8], Ref +3, Will +3[5]| Initiative +2, Perception +6, Sense motive +1

Even though it's an interesting story the 'honeymooners' are almost Valkyrie and Thorst all over again. Surely they considered the current characters?


Current Map

I agree that we only really need to hold onto floors 3 and 2. Floor 1 we can ignore after we raise the drawbrige since the bugbears will get to deal with that. Since most of those soldiers aren't going to be carrying arrows we don't have to worry overly much about death from arrows (especially since once we are inside we will get a +8 cover bonus to AC).


Active Spells:
HP 101/101 | AC 35 | T 25 | FF 20 | CMD 34 | Fort +12 | Ref +17 | Will +11 | Init +16 | Perc +17 | Images 4
Usable:
Arcane Pool 5/8, Panache 6/6, Mythic Power 6/9,

I agree, from the sound of it we can gain improved cover on the roof and that would mean only crits would hit us and prob not be able to confirm.. We have the wand and heals pots to get us through that.. sound to me like we really just have to hold the bridge entrance and the stairs from level 1.. If we can barricade those up we have it made imo..

Any yes i agree Thorst the honey mooners is a neat backstory but we dont need 5 melee.. We have enough melee.. What we need is a ranged and an arcana caster..

So far the alchemist peeks my intrest over the paladin, but both can heal so thats a plus.. That paladin will wreck face later on too..

Id like to see a nicely built arcane caster apply..


Male Half-Orc Invulnerable Barbarian 3 |HP 44/44[50/50] | DR/- 1 | AC 19[17](T12/FF17) | CMB +6[8]; CMD 18[20] | Fort +6[8], Ref +3, Will +3[5]| Initiative +2, Perception +6, Sense motive +1

Anyone want to check out my projected build for Thorst in his profile? Tell me how good/terrabad it is. Just guessing on a few things like how much mythic we will eventually get and all but yea. Likely subject to change anyway.


Active Spells:
HP 101/101 | AC 35 | T 25 | FF 20 | CMD 34 | Fort +12 | Ref +17 | Will +11 | Init +16 | Perc +17 | Images 4
Usable:
Arcane Pool 5/8, Panache 6/6, Mythic Power 6/9,

So your going unbreakable fighter at 3rd? Oh unarmed fighter.. ill have to look into the build more closely.. Looks fairly impressive right off the bat though..


Active Spells:
HP 101/101 | AC 35 | T 25 | FF 20 | CMD 34 | Fort +12 | Ref +17 | Will +11 | Init +16 | Perc +17 | Images 4
Usable:
Arcane Pool 5/8, Panache 6/6, Mythic Power 6/9,

Ok here's what i get from your build:

Max DR and multiple resistances/immunities to basically always keep you in the fight.. I like it but i think theres some things you could have done different..

I would have went with a 13 int and picked up combat expertise and used it over fighting defensively.. The DR caps higher.. With 3 points in acro you can get 3 dodge or 6 DR from improve stalwart, 10 for full defense but then no attacks.. By 12th level combat expertise surpases that and you can cap at +10 and still attack.. Also crane style doesn't negate an attack anymore, maybe look at dragon style instead since it fits fluff wise..

Perhaps Void would let you make a few changes if you wanted seeing as we are still in the fledgling state.. Also im curious as to why your taking a 2nd level of fighter? For the feat? Remember its a combat feat only so no taking extra rage power with it.. Just a heads up as well Come and Get Me only works 1/rd unless you have combat reflexes or someway to take more than 1 AoO.. Also i wouldnt use mythic feats to take normal ones.. Mythic feats are so badass you shouldnt be spending them on normal ones.. If you'd like ill put together a build along the lines of what i think you wanna accomplish...

Max DR, Resistances/Immunities, Big 2handed weapon damage right?


Male Half-Orc Invulnerable Barbarian 3 |HP 44/44[50/50] | DR/- 1 | AC 19[17](T12/FF17) | CMB +6[8]; CMD 18[20] | Fort +6[8], Ref +3, Will +3[5]| Initiative +2, Perception +6, Sense motive +1

Sure go ahead if you want. I don't see how combat expertise is good. More to hit penalties and need 13 int for a couple extra DR. Didn't go for absolute max DR or would have got extra DR rage powers too. 2nd fighter level was for the feat over an empty barbarian level. Considered ranger too for a favoured enemy instead of the feat. Crane style is for reducing penalty to fight defensively. How do I reduce Combat expertise penalty?

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