Grymp's Way of the Wicked Campaign (Inactive)

Game Master Zahir ibn Mahmoud ibn Jothan

Cardinal Adrastus Thorn * Thiadora * Grumplejack * Silken veil * Talingarde * Lower Caverns * Main Levels

Party Loot Spreadsheet

no combat:

Combat!!

Round: 1

Malleck: UP!!
Xeram: UP!!
Meinhard:
Aleksand:
Gertrart:
Donnagin:
Mordecai:

Summary of Important Posts:
I wanted to take a quick timeout to link back to a couple important posts that have info in them that you are still working on.

First are the three large posts that describe the vast majority of the Horn

Lower Caverns

Levels 1 and 2

Much of level 3

Next is Cardinal Thorn’s post where he described the mission, which is essentially to get the Tears of Achlys from Vetra-Kali.

And then you had info on the ritual and the rebuilding of the alchemical golem.

The Ritual

The alchemical golem

Also recall the oozes that you were going to get back to.

You've still missed some rooms on level 3, although I think you've covered levels 1 and 2.


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Roll20 Maps Loot
Xeram wrote:
Mordecai and the other guy are waiting for the final three, to get cult stomping.

Huh, what did I miss?


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Oh, not much.

Three of the guys agreed to help me in a playtest of the final dungeon i made for my homebrew group.

Basically, the mission is to stop a cult from invoking the end of the world. And so i will need to know if i'm not making this too weak or too deadly, hence their kindly offered aid.

You can lurk around if you want. Here.


Roll20 Maps Loot

Ohhhh, you gotta watch out for those cultists trying to end the world with their evil ceremonies!


Roll20 Maps Loot

In an OOC fashion, let me express that there is a difference between "notifying and saving Baron Vandermir" and "fighting the dragon."

You can save the Baron without facing the dragon, at least at this point.

In the ideal flow of time, you guys will be 9th level before you'll really need to fight the beastie!


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

Hey folks. Just saying work is putting me under a lot of stress. Will be back to posting by the weekend

-Posted with Wayfinder


Roll20 Maps Loot

I'm here guys. Was on travel for work Monday until just now. I'll keep us moving tomorrow.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

I finally got the villain's gear added to loot list. I upgraded Gertart's belt & cloak so added his previous ones to the pool. Will everyone please take a look at the 'unclaimed gear' and make sure you don't want any of it?


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Looking at the 'unclaimed gear' section, there are a few items Taeral would like.

Mithral chain shirt (exchange for chain shirt)
+1 Heavy wooden shield (exchange for heavy wooden shield)
cloak of resistance +2 (exchange for cloak of resistance +1)
Wand of vampric touch (26 chg)

would be nice to have:
Belt of Str+2
Composite Shortbow (+2 Str) (exchange of shortbow, but requires Belt of Str+2 for no penalties)
Amulet natural armor +2
Ring of protection +2
Helm of comprehend languages and read magic

if someone already has these items or needs them, please let me know.


Roll20 Maps Loot

Hey guys, Gertrart has a buddy who is looking at joining an evil campaign. Are you guys ok with adding someone?

No is an acceptable answer. We could have him take the Minotaur, did he die, or is he still loitering?

Or he could roll up something else.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

I am fine either way and I don't recall what occured with the minotaur.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Would it be any easier on the GM/party/plot if we wait until this chapter ends to add someone? (giving a third point on the yes/no spectrum :)

EDIT: Gerion was dominated by the snakelady, who eventually escaped. Perhaps he went to find her?


Roll20 Maps Loot

Hey, Gertrart and I guess Faustus, you guys making items? What items?

What happened to the captured Knot members?


Male Human Wizard 6

Faustus is making the following items in this order.

Week 20:
Headband of Vast Intellect +2, (4 days, 2000gp)
Scroll of Invisibility CL5 x3 (3 days, 375gp)

Week 21:
Scroll of Resist Energy CL5 x6 (6 days, 750gp)
Scroll of Invisibility CL5 x1 (1 day, 125gp)

Week 22:
Scroll of Fly CL5, x6 (6 days, 1125gp)
Scroll of Invisibility CL5 x1 (1 day, 125gp)

Week 23 and 24:
Vials of Tonic Twitch x3 (15 days, 450gp) (+11 Craft Alchemy, +5 Crafter's Fortune, Take 10 on daily progress = 26 x dc25 = 92.85sp progress/day, 5 days per vial)

Week 25:
Scroll of Flame Arrow CL5 x2 (2 days, 375gp)

Total 38/42 days, 5325gp cost


Roll20 Maps Loot

Are you paying for all of that straight up, or using "soul energy" for it? Didn't we determine some method of applying life force into magical creations?


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75
Grymp wrote:
Curaigh wrote:
If that could instead be supplemented with XP, I have a concept brewing. More specifically if the character can supplement it with someone else's XP. Most specifically supplement with deluded but willing thralls or in a pinch unwilling... recruits.

I find this to be a decent example of this rule "If it is thematic and cool, I may rule for it"

How about this:

  • Supplemental gp value can be made up with the sacrifice of unwilling victims at a rate of 100gp per HD
  • This can only be done for supplemental gp. You can't sacrifice 20 1HD people to make a +1 sword.
  • Non-sentient or willing creatures cannot be used for this purpose
  • The process takes the usual length of time, so 2 days for a +1 sword, so you can't break into a place, do the deed in 20 minutes, and leave with a +1 weapon, You need to have a place ready for the transfer.
  • If I believe the rule is being abused, I'll nix it. Evilness like this should be used judiciously. Make sense? At higher levels, prisoners will have more HD, or you can sacrifice a church full of parishioners in a blazing fire, so I intend to be liberal with this.
  • I think everyone has a +2 weapon and armor that wants one. I do need to repair my falchion (stupid sunder-build :p ) & I will be making MW spears. Nothing else for me, but if we have enough unwilling HD I will give the boggards +1 Spears instead. I think only one item per sacrifice is fair regardless of how many HD they have.


    half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

    A masterwork longspear costs 305 gp. Which means it can be made for 153 gp. It takes a day worth of work to create a magic item for every 1000 gp in its base price, or two MW spears a day. I think the request was was for twenty. Ten days after the request (+time to procure raw materials if needed) the boggards will have 20 MW spears costing us 3050 gp.

    Eight days after the battle of the Knots, the ranger formerly known as cannon fodder has helped the half-orc repair the falchion. This masterpiece of the forge was destroyed by the agents said ranger sent after us. So it is only fitting this traitorous soul with its touch of divine makes the masterpiece whole through rigorous torture and a slow sacrifice. Never forgetting want sent him on this crusade, the blood desecrater of Brandescar adds the crimson ichor to his blade.
    "I do this in memory of my mother and father."

    Grymp, I forget which was the ranger and which was the barbarian, but Gertart would rather torment the one with a bit of divine magic.


    Roll20 Maps Loot

    Trak is the Ranger. Good to go!


    M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

    Can Faustus also make a headband of WIS?


    Male Human Wizard 6

    Yes...

    What Plus?
    Is this an upgrade?
    Where are the funds coming from?
    When are you wanting it?

    Scarab Sages

    Hello all. I am the buddy of Gertrart. I was hoping to play a Psychic (without any of the mindscape shenanigans) and vampire stood out to me as a fun option. I would focus mind stuff. Basically a straight caster.


    Roll20 Maps Loot

    I'm completely unfamiliar with the Psychic class, so let's stick with classes that were available when we started this game.

    We already have a PC headed the Vampire route (Malleck) and one going Lich.

    Let's get a discussion going and find you some design space that isn't already taken by one of the vets.

    Scarab Sages

    To begin with, I am very excited to not only play an evil character, but to play with this group. I have read a portion of the gameplay thus far and can already tell that this is a good group.

    That being said, when I looked at the group composition it is: Solid upfront fighter with some pets from other sources, 4 casters (early entry mystic theurge counts as 2 [I've played one, it really does]), and rogue (assassin). Honestly, there are no holes left to fill.

    This is why I presented the psychic. Though it is another caster, it is something that is different in the type of magic and that I was going mind controlly (among other mind things), which wasn't an evil that had been broached. EDIT: I could go wizard (controller) as a pretty close second though most of the interesting spells would still come from the occult book anyway.

    I could be a lycanthrope, but would need more info on that. Though that option tends to lean toward a melee fighter.

    The only other character thought that comes to mind is a Tiefling sniper. This concept is probably the best because the group doesn't have an archer yet and it seems it would likely be the easiest to incorporate in that it can be a half-devil and thus an easy connection

    Thoughts?

    Scarab Sages

    Here is a basic rundown of the Tiefling Sniper

    build:
    Sniper
    Tiefling Rogue (sniper) [unchained] 8
    LE
    Init +6; Senses Darvision 60ft ; Perception +11
    DEFENSE
    AC 16; Touch 16; Flat-Footed 10
    HP 51;
    Fort +2 ; Ref +12 ; Will +2
    Resist 5 cold, elec, fire
    OFFENSE
    Speed 30;

    STATISTICS
    Str 14, Dex 22, Con 10, Int 15, Wis 10, Cha 8
    Base Atk +6; CMB +8

    Feats Point-Blank Shot, Precise Shot, Far Shot, Lob Shot, Eagle Eyes

    Skills Acrobatics +12, Climb +13, Disable Device +17, Escape Artist +10, Fly +9, Knowledge Arcana +6, Knowledge Dungeoneering +9, Knowledge Engineering +3, Knowledge Geography +3, Knowledge History +3, Knowledge Local +9, Knowledge Nature +6, Knowledge Nobility +6, Knowledge Planes +6, Knowledge Religion +6, Linguistics +6, Perception +11, Sleight Of Hand +10, Stealth +19 (+14 Sniping), Use Magic Device +10

    Languages Common, Infernal, Celestial

    SQ Smite Good (1/day) (Race), Combat Trick (Rogue Talent), Powerful Sneak (Rogue Talent), Surprise Attack (Rogue Talent), Fast Stealth (Rogue Talent)

    Traits High Treason, Fiendish Sniping


    Male
    VITALS:
    AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
    Fighter 7
    SKILLS:
    Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

    malleck isnt going vampire. Hes going lich. But combat version of lich. Not spell caster type also. Welcome to the group

    -Posted with Wayfinder


    M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

    Well, I think we haven't had ranged DPS since the early days, so it fits well into the group. Welcome :)

    Also, a slayer(sniper) might work well with the same concept. Although I'm not sure if the class was available when we started. When did we start? 2014!?! Two and a half years into the game now?

    Pathfinder has changed a lot during this time... So many new options :)


    half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

    Lycanthropes are an option? That sounds cool. I am not sure that one would make a good sniper but I like that route. Eberron had 'shifters' who didn't necessarily become full were-creatures, but when they shifted a physical stat would change (similar to a barbarian's rage) and that could be Dex depending on the were-ancestor. Feral hunter (archetype) has a were-feel to it. We did have a ratfolk once upon a time. I am just partial to exotic races though. :)

    Sable Company were mentioned in the campaign intro & I like the idea of one who turned for some reason, as suggested by the high treason trait. Sable company can take hippogriff's though and that might cause some balance issues. Grymp might adapt them for his campaign with a better suited critter. ...one of those walrus thingy's from back when we were third level or so. :) Sable says members are 'rangers and paladin's,' so a sniper seems appropriate too. Since hunters slayers (oops) are ranger/rogue it might be a decent option to stay closer to the sniper archetype mentioned.

    We lost both the Shade and his summoner though we did get a number of pets through Malek & Mordecai. Malek does have the melee pretty solidly handled already.

    FWIW: the Psychic is probably the occult class most like the core classes. It is basically a wizard with psychic spells. Most of the spells come from the wizard/sorcerer list and the ones that come from the psychic list are available to wizard/sorcerers. Psychic spells themselves have different components (VS get replaced with Emotion and Thought). The 'disciplines' are comparable to wizard schools, though with less impact (IMHO) than sorcerer's bloodlines. They also have a phrenic pool which is similar to the magus arcane pool (e.g. apply some abilities to a spell for pool points.)

    I forgot Malleck was going vampire (& that he is dhampir to begin with). (EDIT: I remembered a death knight thingy-maybe that is what a combat-lich is?) The psychic vampire idea struck me as really fun and it would be great to see Jim Butcher's White Court come to play. :)


    half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75
    -Mordecai- wrote:

    Well, I think we haven't had ranged DPS since the early days, so it fits well into the group. Welcome :)

    Also, a slayer(sniper) might work well with the same concept. Although I'm not sure if the class was available when we started. When did we start? 2014!?! Two and a half years into the game now?

    Pathfinder has changed a lot during this time... So many new options :)

    ACG was out then, I toyed with slayer and my archetype (counterfit mage) is from there. I also took the feat amateur investigator to replicate my 'excelled in school' back story. :)

    I do have to say that I like PFS for PbP because PbP are hard to maintain for a significant length of time. For a 1-20 campaign Grymp has done really well. We do have a good group too. :)

    & I wonder if the issues that pulled Solomon & Vosil away might not be resolved now and they would think to look us up again. After-all Grumplejack found his way back to us! :)


    M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson
    Gertrart aka Blood Desecrator wrote:
    I do have to say that I like PFS for PbP because PbP are hard to maintain for a significant length of time. For a 1-20 campaign Grymp has done really well. We do have a good group too. :)

    Indeed, this is my longest lasting campaign if not counting the other one which Grymp took over :) A toast to our GM! And perhaps to ourselves :) (although I know I personally am a bit on and off at times)


    Male Human Wizard 6

    @Mordecai: I have a favor to ask for the next time we level. Would Mordecai put at least 1 rank in spellcraft. It would greatly expand the types of items Faustus can make with the Cooperative Crafting feat. The big benefit of the feat is double the crafting progression per day (2000gp/day instead of 1000gp/day)

    Currently with character skills were they are in the party, Faustus can make the following types of magic items with certain pairing. Listed as magic item type (prereq spelllist class).

    Faustus/Tareal: Scrolls(Bard), Wands(Bard), Potions(Bard), Wondrous Items(Bard)
    Faustus/Gertrart: Scrolls(Wizard), Wands(Wizard), Potions(Wizard), Wondrous Items(Wizard), Weapons [all types](Wizard), Armor(Wizard)
    Faustus/Xeram: Scrolls(Wizard), Wands(Wizard), Potions(Wizard), Wondrous Items(Wizard)

    Potential Faustus/Mordecai: Scrolls(Cleric), Wands(Cleric), Potions(Cleric), Wondrous Items(Cleric)

    Also FYI for everyone, Faustus will be taking either Forge Ring or Craft Construct (if Grymp allows it) his next level.

    Scarab Sages

    I think an unchained rogue with snipers goggles is better in the long run


    Human
    Stats:
    1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

    Faustus, i could help you.

    I have craft wondrous item and spellcraft (cough, naturally, cough)


    M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

    @Faustus: Sure thing. I'll pick up spellcraft next level-up.


    Roll20 Maps Loot

    Personally, I love the idea of the lycanthrope archer. If that idea sits well with everyone, then let's run with it.

    As most Lycanthropes are CR +1, then I would say the Lycanthrope should be 7th level.

    I'm fine with the character being Rogue, U-Rogue, Ranger, Fighter, or however else you want to make the concept, it can certainly be done multiple ways.

    What form of Lycanthrope did you have in mind? I'd recommend against sharks and nautical things.


    Roll20 Maps Loot

    I appreciate the kudos from you all on the longevity of the game, as well as on the Skull and Shackles game (which I personally think could use another PC or two).

    I know I've lost momentum and regained it at times, but we're pressing on and finishing this, those goody two shoes jerks must be taught the folly of their ways!

    Scarab Sages

    Just noticed that Mordecai was a tiefling...

    The only two lycanthropes that come to mind that could fit with sniper are wererat (poisoner?) or werebat for ideal location. I'm leaning toward werebat. Unless I could be some weird werehawk or werefalcon. Also, if possible, can I not have to get Point-Blank Shot? For the sniper character it is pretty much a feat sink.


    Roll20 Maps Loot

    I've played a number of archers myself, and while I may hate some feat taxes in the game, I'm not opposed to holding the line on PBS.

    I'm not opposed to werehawk, or werefalcon.

    I'm assuming werebat has the sonarlike abilities, so you'd lose those, and gain scent or something instead? What did you have in mind?

    Scarab Sages

    There is not much info on any specific lycanthropes. Just a general lycanthropes get this. I'm not sure where to go from here.

    Skin walker might be an option for race at least.


    Male
    VITALS:
    AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
    Fighter 7
    SKILLS:
    Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

    My S+S game fell to pieces. I can use that character to join if youd like?

    -Posted with Wayfinder


    Roll20 Maps Loot

    Get Mordecai's support! Every time I propose adding someone, the players vote it down.


    half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

    I built a were-bear druid for Cutting Silver Pass, so I can help on that front. I have not seen the insides of Blood of the Moon, but that is where I would start.

    How much is left on skull & shackles. I am not sure I want to commit to another long adventure, but I am only playing in this one at the moment.

    Interesting note: I first met Grymp as we started a skull & shackles game together that never made it into the second encounter. I offered to GM a game for the remaining players & in keeping with the nautical theme, did The Throaty Mermaid. He must have enjoyed it, he invited me here. :)


    Roll20 Maps Loot

    The S&S game is in book 3 right now. 7th level.


    Roll20 Maps Loot

    Saasha have you looked at Blood of the Moon?

    Scarab Sages

    Just skimmed it. Werebat skinwalker seems like a good start but there seems to be no solid mechanics to change from skin walker to pure lycanthrope, Skinwalker seems lycanthropic enough. Though some more feat sinking :)


    half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75
    Faustus of Ghastenhall wrote:


    Faustus/Tareal: Scrolls(Bard), Wands(Bard), Potions(Bard), Wondrous Items(Bard)
    Faustus/Gertrart: Scrolls(Wizard), Wands(Wizard), Potions(Wizard), Wondrous Items(Wizard), Weapons [all types](Wizard), Armor(Wizard)
    Faustus/Xeram: Scrolls(Wizard), Wands(Wizard), Potions(Wizard), Wondrous Items(Wizard)

    Potential Faustus/Mordecai: Scrolls(Cleric), Wands(Cleric), Potions(Cleric), Wondrous Items(Cleric)

    Also FYI for everyone, Faustus will be taking either Forge Ring or Craft Construct (if Grymp allows it) his next level.

    The weapons I can understand, but I am not sure I can do wands potions or scrolls. I have no levels in spellcasting. We have run into enough golems I planned to build a golem master if Gertart ever needed to be replaced. :)

    Skinwalker is a humanoid, so it and dire bat could be used to make a werebat by RAW. You would basically have three sets of stats: normal character, animal & hybrid. Since bat is CR2 & lycanthrope is CR+1, this character would normally only have 4 character levels (CR+CL matching the party's 7). However as racial HD diminish in value as the party advances, at party level 6 (& 9) s/he/it would gain another class level. Confused yet? This is why they caution against monster PCs, but also why Bestiary Bash is such a hit when I take it to PaizoCon :) It might be important to note blindsense is a sense and not an SQ so the hybrid wouldn't have it (though it can fly).

    Here is the short version:

  • skinwalker sniper 5 stats (sniper 7 halfway through APL 8, sniper level 9 at APL 9)
  • dire bat stats (bat stats almost straight from the book)
  • hybrid stats (kind of skinwalker/bat gestalt), with hands for weapon and a couple bonuses (such as DR & natAC).


  • half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75
    Grymp wrote:
    The S&S game is in book 3 right now. 7th level.

    7 of ??


    M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson
    Grymp wrote:
    Get Mordecai's support! Every time I propose adding someone, the players vote it down.

    Really, when did this happen?

    Anyway, we are missing a frontline, and perhaps a divine caster. Currently we have an archer slayer, a bomb-lobbing alchemist and a witch. So we're doing fine until the enemy comes close :)


    Male Human Wizard 6

    @Gertrart: the wording of the feat is
    (You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.)

    Interpretation:
    You (Faustus) can assist another character (Gertrart) in crafting mundane and magical items. You must both (Faustus and Gertrart) possess the relevant Craft skill or item creation feat, but either one of you (Faustus and Gertrart) can fulfill any other prerequisites for crafting the item. You(Faustus) provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your (Faustus) assistance doubles the gp value of items that can be crafted each day.

    Faustus has Scribe Scroll, Craft Wands, Brew Potions, Craft Wondrous Items, Spellcraft and numerous crafting skills.

    Gertrart has Craft Arms and Armor and Spellcraft.

    Spellcraft is a skill for each magic item creation type. So between the two of us, we meet all prerequists for feats and skills, and Faustus provides any spells needed form the Wizard Spell List.

    This is why, if Mordicai take a rank(s) in spellcraft it will open up access to all the Cleric Spell list.

    And why Taeral opens up access to the Bard Spell list.


    Male
    VITALS:
    AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
    Fighter 7
    SKILLS:
    Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

    7 of 9

    Ill try to get something up tonight

    -Posted with Wayfinder


    half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

    Sure I can do a tank for a couple of levels.


    Roll20 Maps Loot
    -Mordecai- wrote:
    Grymp wrote:
    Get Mordecai's support! Every time I propose adding someone, the players vote it down.
    Really, when did this happen?

    Here and sort of Here

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