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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Sovereign Court

NE Male Human Psychic 2 | HP 13/13 | AC 10 | Fort +0, Ref +0, Will +4 | Init +0 | Perception +6 | SM +6 | 1st 6/6 |

Yes, I made a mistake and can't go back so...yeah

On the other hand, I just finished editing this profile with spoilers for whatever new things from Occult I use.


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

Changing a belt of physical might from Con/Str to Dex/Str is not allowed per the item itself: "are chosen when the belt is created and cannot be changed." If this rule also applies to the size of the bonus (+2 vs. +4) then upgrading it is also not allowed. I have never seen this interpreted this way & don't know if the wording is different from 3.5. As I have seen it used, Faustus can upgrade the headband, time & money permitting (see his last post in the play thread.)


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
Aleksand wrote:

Yes, I made a mistake and can't go back so...yeah

On the other hand, I just finished editing this profile with spoilers for whatever new things from Occult I use.

Until you have made 10 posts, you should be able to change the name of the alias. You can create a new alias (with a different name), change the name of your PFS character & then create a new alias with this name, or neither & just use it. If you ever try to play your -X on the paizo boards, it will be an issue, but otherwise shouldn't be.

Don't forget to include spell Save DCs.

Welcome! :)

Sovereign Court

NE Male Human Psychic 2 | HP 13/13 | AC 10 | Fort +0, Ref +0, Will +4 | Init +0 | Perception +6 | SM +6 | 1st 6/6 |

I figured that I'd state the DC and add the specific spoiler when the spell was cast. But I can add it in to the profile if needed.


Roll20 Maps Loot

You can go from +2 of a type(s) to +4 of the same type(s)

You can go from +2 of a type to +2 of two types, but you can't change the types.

You can't change from two types, to two different types.

Sovereign Court

NE Male Human Psychic 2 | HP 13/13 | AC 10 | Fort +0, Ref +0, Will +4 | Init +0 | Perception +6 | SM +6 | 1st 6/6 |

Is there anything more you would like from me Grymp?


Roll20 Maps Loot

Did you see what Gertrart posted? You might be able to change that profile away from being a PFS one, until you have 10 posts.

Let us figure out how much wealth the others have, so we can get yours right.

Sovereign Court

NE Male Human Psychic 2 | HP 13/13 | AC 10 | Fort +0, Ref +0, Will +4 | Init +0 | Perception +6 | SM +6 | 1st 6/6 |

For editing, I have spent 25,500gp


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:


I think going for +4 at this point makes sense. But how much gold do we have. Wasn't gold listed in the loot sheet at some point?

It was but no one was tracking their own gear. You will see some random gold if you go the the cels Q45 or so. I marked them in red a while ago, but again I do not know what people used if they were not tracking it here or even when it started and ended.

About three encounters ago I started tracking gp and decided it was a big enough mess I created a different tab. The last two encounters are added on that tab, and the final gold from them is now added to the top column under your name on the main tab. I am not going to track gp for everyone, though I will be happy to quatermaster the found loot.

I will eventually add a column next to my gear to include the value and then I will know how close I am to WBL guidelines. I suggest everyone else do the same if you really want to know what your wealth is.

FWIW Gertart has kept every unique holy symbol he has found for in-character purposes (dipped in the blood of its former owner). These came off the top before gp was divvied up. Similarly I have kept all the spellbooks found so far (he was such a promising student before his parents got killed by those d@#&ed Mitrans (hence the blood-dipped holy symbol collection)! If anyone wants me to give them a fifth of their value let me know.

Mwuhahahaha:
Note: if you have you magic arms or armor he considers us even! >:)


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:
WBL for level 8 is 33,000 gp.

hmmm... I am doing much better than I thought.

44,396 gp This includes the listed gp of some rather expensive holy symbols (4,050 gp). It includes the price of a hat of disguise, but the circlet doesn't take up a slot, so its actual value is probably much higher (2,700 gp?). It does not include the value of the spellbooks.

Accounting for crafting I have 'spent' 38,121 gp and am much closer to WBL. Since some of the 'raw material' is converted from victim hp it is probably even closer the WBL, but that is a bad argument as crafting can exponentially ruin that curve.

The most recent share of loot divy is 4,625 gp. Losing that (or the holy symbols) puts me right about where I should be.

But I feel we lost the campaign again. Is it done?


Roll20 Maps Loot

I've been on travel for 3 days. I'll move us along...


Roll20 Maps Loot

Ok folks, before we go any further, make yourselves 9th level.

How close are you to WBL for 9th levels?

Aleksand, are you ready?

It is my intent to have Aleksand sent to the Horn as reinforcements for your Knot, and he will come bearing a mountain of magical reagents and such that can be used for producing whatever magic items you have plans for to get you up to level 9 WBL.

You will have time to get a decent amount of crafting done, so plan accordingly. Let's see if we can handle these admin things over the weekend.


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:

If the average is somewhat less than the aforesaid 33k, then we need to work on bringing everyone up to speed.

For that matter, we should be discussing 46k, as the group will level in the very near future.

At 39,771 in gear with 4,625 in loose change so that gives me about 1,604 to WBL. Also as a 9th level, I can upgrade weapons and armor to +3 now.

Before I go too far into this however how do you want to handle WBL and crafting? For example upgrading a +2 weapon to a +3 weapon is 10k gp (just under 1/4 WBL), but crafting drops it to 5k (1/9 WBL). That is a huge jump in terms of WBL, but shouldn't be a problem with just what the adventure offers. Especially with the house rule of 100 per HD sacrificed. >:)

6,229 gp
2,301 gp (1,151 crafted) +1 sap 2301 gp
10,000 gp (5,000 crafted) up[grade to +3 falchion(only with crafting discount :)

+1 BAB
+7 hp
+9 skill points (some sleight of hand* goes to +17, for the rest tbd)
+2 vs. poison
*hidden weapons
true death
feat: extra rogue talent Major Magic (vanish) (yeah for more sneak attack :)


Roll20 Maps Loot

I am not overly concerned if crafting outs you "over" WBL, I mean that's the point of it, right?

What I want to make sure is that you guys aren't under WBL. If anything bad happens, I'd hate for it to be because I screwed you for WBL.


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

got some bad news this week. But im back. Will post later today.

Side note. Would like to try and rp my assention =^^=

-Posted with Wayfinder


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

Im going to sell my belt then. 5k. And then use that so that a new belt is made. Str+dex bonus. Other than that. Ill look at my WBL for lvl9

-Posted with Wayfinder


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

If everything is okayed by GM when i do change into my new form, BEHOLD!!!!!

Ascension!:

Malleck
Male moroi-born dhampir (svetocher) graveknight antipaladin (lord of darkness) 8 (Pathfinder Player Companion: Blood of the Night 20, Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Bestiary 2 89, Pathfinder RPG Bestiary 3 138)
LE Medium undead (augmented humanoid, dhampir)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +15
Aura despair (10 ft.), aura of obedience (DC 21), sacriligious aura (30 ft., DC 21)
--------------------
Defense
--------------------
AC 25, touch 11, flat-footed 24 (+10 armor, +1 Dex, +4 natural; +2 deflection vs. good)
hp 142 (8d10+88)
Fort +23, Ref +14, Will +18; +2 vs. disease and mind-affecting effects, -1 vs. positive energy damage; +2 resistance vs. good
Defensive Abilities channel resistance +4, negative energy affinity, rejuvenation; DR 10/magic, 3/—; Immune cold, electricity, fire, undead traits; Resist undead resistance; SR 20
Weaknesses weakness to positive energy
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 unholy adamantine nodachi +16/+11 (1d10+24/18-20 plus 2d6 cold and 2d6 vs. good) or
. . dagger +15/+10 (1d4+16/19-20 plus 2d6 cold) or
. . slam +10 (1d4+9)
Special Attacks channel destruction (2d6 cold), channel negative energy 5/day (DC 21, 4d6), devastating blast (4d6 cold, DC 21, 3/day), smite good 3/day (+7 attack and AC, +8 damage), undead mastery (40 HD, DC 21)
Antipaladin Spell-Like Abilities (CL 8th; concentration +15)
. . At will—detect good
Antipaladin (Lord of Darkness) Spells Prepared (CL 5th; concentration +12)
. . 2nd—corruption resistance[APG] (DC 19), invisibility, sense vitals
. . 1st—protection from good (2), sentry skull[ARG]
--------------------
Statistics
--------------------
Str 26, Dex 14, Con —, Int 14, Wis 14, Cha 25
Base Atk +8; CMB +13; CMD 28
Feats Augment Summoning, Improved Initiative(B), Mask Of Virtue, Mounted Combat(B), Power Attack, Ride-by Attack(B), Spell Focus (conjuration), Toughness(B)
Traits attempted murder, natural-born leader, you shall be my angel slayer
Skills Acrobatics -3 (-7 to jump), Bluff +18, Disguise +17, Handle Animal +15, Intimidate +28 (+32 on Intimidate checks made against living creatures within 10 feet. Beat DC by 10 or more and issue a command as the spell), Knowledge (planes) +13 (+15 regarding good-aligned celestials), Knowledge (religion) +13, Perception +15, Ride +14, Sense Motive +10
Languages Celestial, Common, Draconic, Infernal
SQ cruelties (cruelty [commanded], sickened), fiendish boon (fiendish servant [Cerberi], 1/day), graveknight armor, phantom mount, resist level drain, ruinous revivification (cold), touch of corruption 11/day (4d6), vampiric empathy
Other Gear +1 champion adamantine full plate, +1 unholy adamantine nodachi[UC], dagger, belt of mighty constitution +2, belt of physical might +2 (Str, Dex), cloak of resistance +1, eyes of the eagle, hat of disguise, headband of alluring charisma +2, backpack, bedroll, belt pouch, fishhook (2), flint and steel, hip flask[UE], mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, specialized slave, 1,011 gp
--------------------
Special Abilities
--------------------
Antipaladin Channel Negative Energy 4d6 (5/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Aura of Despair -2 (10 ft.) (Su) Enemies in aura take a -2 to all saves.
Aura of Obedience (1/day, DC 21) (Su) Demoralize living creature within 10 feet
Channel Destruction (2d6 cold) (Su) Add 2d6 cold damage to all weapon attacks.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Cruelty (Commanded, DC 21) (Su) Command target as per the command spell.
Cruelty (Sickened, DC 21) (8 rounds) (Su) When you use your touch of corruption ability, you may also make your target sickened for 1 round per Antipaladin level.

You may only apply a single Cruelty ability to each use of touch of corruption, chosen when used.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Devastating Blast (4d6 cold, 3/day, DC 21) (Su) 30' cone deals 4d6 cold damage.
Graveknight Armor Armor acts as phylactery and must destroy utterly to kill a graveknight.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fire You are immune to fire damage.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mask of Virtue Your alignment is concealed.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Phantom Mount (1/hour) (Su) 1/hour, summon a phantom mount using your HD as caster level.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rejuvenation (Su) Return 1d10 days after being destroyed
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Ride-By Attack You can move - attack - move when charging mounted.
Ruinous Revivification (Cold) (Su) At the time of its creation, the graveknight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the graveknight’s life or death, defaulting to fire if none are especially appropriate.
Sacriligious Aura (30 ft., DC 21) (Su) Desecrate in 30 ft, using positive energy in area requires a concentration check.
Smite Good (3/day) (Su) +7 to hit, +8 to damage, +7 deflection bonus to AC when used.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Resistance (20) You have Spell Resistance.
Touch of Corruption (4d6 hit points, 11/day) (Su) As a standard action, touch channels negative energy and applies cruelties.
Undead Mastery (40 HD, DC 21) (Su) Control undead within 50'
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Undead Traits Undead have many immunities.
Vampiric Empathy Speak with bats, rats, and wolves and +2 Diplomacy dealing with them.
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.

--------------------

Nubis
Cerberi (Pathfinder RPG Bestiary 3 51)
LE Medium outsider (evil, extraplanar, lawful)
Init +6; Senses soul scent; Perception +15
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 92 (8d10+48)
Fort +12, Ref +8, Will +5
--------------------
Offense
--------------------
Speed 40 ft.
Melee 3 bites +13 (1d6+5 plus cerberus's jaws)
Special Attacks rend (2 bites, 1d6+7 or 3 bites, 1d6+14)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 23, Int 6, Wis 15, Cha 9
Base Atk +8; CMB +13; CMD 25 (29 vs. trip)
Feats Alertness, Combat Reflexes, Improved Initiative, Stand Still
Skills Acrobatics +13 (+17 to jump), Perception +15, Sense Motive +4, Stealth +13, Survival +10 (+14 to track vs. undead)
Languages Infernal (can't speak)
--------------------
Special Abilities
--------------------
Cerberus's Jaws (DC 20) (Su) Curse—bite; save Fort DC 20; effect dimensional anchoring. The save DC is Constitution-based.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Soul Scent (Su) As Scent, but +4 to track Undead and can use to track incorporeal creatures.
Stand Still When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking.

Side note : Who wants the Belt of Mighty CON +2?

Sovereign Court

NE Male Human Psychic 2 | HP 13/13 | AC 10 | Fort +0, Ref +0, Will +4 | Init +0 | Perception +6 | SM +6 | 1st 6/6 |

I am ready, just a question of how much more beyond the 25,500gp I've spent do I get?


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

Mordecai could use the con belt


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
Malleck of Alerion wrote:

If everything is okayed by GM when i do change into my new form, BEHOLD!!!!!

** spoiler omitted **...

*a choir of angels devils sings*

No more worry about Xeram's fireball beating you in initiative eh? :)

Aleksand, you should have about 46,000 gp (unless Grymp gave you something specific that I missed. :)


Roll20 Maps Loot

Aleksand, use WBL for 9th.


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

Mordecai lvl9:

hp: +7
+1 Fort, +1 Ref, +1 Will
+3 skill
Sorc: (effective level 6, CL 8)
Spells known: +1 lvl0 (Ghost sound), +1 lvl3 (spiked pit)
Spells per day: +1 lvl2, +3 lvl3
Forgetting: Burning hands, Learning: Blood money

Cleric: (effective level: 8)
Spells per day: +1 lvl4

Combined spells (3rd)

Currently Mordecai's equipment is worth ~8150gp
If he gets the belt of Con from Malleck, and the crafted +4 headband, those will bring Mordecai to 28,150. Still quite far from 46k WBL :)


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

That is a lot of pearls of power! :)

Have you thought about a double digit AC? Ring of Regeneration? Sphere of Annihilation?

Edit: a mithril chainshirt, only has a 10% acf.


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

Now just to roleplay the change =^^=


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

If Mordecai has the funds, I'm sure I'll figure out something to spend it on :)
Or should I take GM's latest comments as a promise to bring characters up to WBL?

And Mordecai's AC is going to suck, no matter what. I doubt opponents at level 9 would care whether his AC was 9 or 14 - they're not going to miss :)

Sphere of Annihilation would be nice, though :P

(Damn, forgot a new feat from the level-up. Will add that once I figure out what to take)

Edit: Just remembered I promised to take a rank in spellcraft to help Faustus in crafting.


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:

Ok folks, before we go any further, make yourselves 9th level.

How close are you to WBL for 9th levels?

Aleksand, are you ready?

It is my intent to have Aleksand sent to the Horn as reinforcements for your Knot, and he will come bearing a mountain of magical reagents and such that can be used for producing whatever magic items you have plans for to get you up to level 9 WBL.

You will have time to get a decent amount of crafting done, so plan accordingly. Let's see if we can handle these admin things over the weekend.

Sovereign Court

NE Male Human Psychic 2 | HP 13/13 | AC 10 | Fort +0, Ref +0, Will +4 | Init +0 | Perception +6 | SM +6 | 1st 6/6 |

I am all ready to go


Roll20 Maps Loot

Yes yes yes, I'll get everyone up to WBL, plan appropriately, and if someone is ahead, shame on them, but press on!

Malleck, those immunities seem a bit too amazing. Liches aren't normally immune to fire, right? What was the source material again?


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

He's a graveknight, -i- will become a lich. :)

As soon as i have the required souls...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

Im immune to cold electricity and fire.
One of them is my revivication. The element that i used to kill myself and adds to the weapons i have.

-Posted with Wayfinder


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

Wealth:
4625,5 gp
Headband of charisma +2 (4kgp)
Wand of Mage armor (750gp)
Lenses of night vision, [crafted] (6k)
------------
10.375,5 gp.

If i sell the headband for 2k, and have Gertrart and myself work on a +4 headband, i'll be at 14750 gp.

Damn, what will i spend it on... rings, amulets...more convenient spell wands?

Scrolls of very evil things?....

I'll get to updating Xeram now.


Roll20 Maps Loot

I guess the boards are all jacked up? Not notifying of new posts and such?

Sovereign Court

NE Male Human Psychic 2 | HP 13/13 | AC 10 | Fort +0, Ref +0, Will +4 | Init +0 | Perception +6 | SM +6 | 1st 6/6 |

Yes. People are not notified if there has been an update to any thread. However, manually checking still works.


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

Manually checking doesn't cause others to post, how ever many times I do it. ;)


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

Think ill post tonight and try to capture his transformation

-Posted with Wayfinder


Roll20 Maps Loot

Alright!

Everyone leveled?

Malleck, hit us up with a good post on your ascension to awesomeness!


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

travelled about 1000km this weekend, will have it up in next day. sorry for wait


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

Perception DC 33:
1d20 + 17 - 4 ⇒ (20) + 17 - 4 = 33 Gertart has hidden his falchion in his cloak.

Perception DC 35:
1d20 + 17 ⇒ (18) + 17 = 35...and the brandescar shiv in his sleeve (or your spleen if you didn't make the check and looked anyway. >:)

Nat 20! That makes five!


Roll20 Maps Loot

I'm here. Rough as hell week! But we'll get going!


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

Sorry, been busy with work lately... Mordecai is still missing one feat from his level-up, but otherwise good to go. I penned down some purchases somewhere (now I only need to remember where...)


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

Uhg. My post was eaten. Happens when you post after 12am. Didnt check or save. We can continue. Will back-post the transformation

All i need from the players. Need a CHA buff spell and someone needed to coup de grace him with a frost spell. For RP sake so they can add it to interaction

On with the show

-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

I'm on vacation and travelling until next saturday, with limited chances to post. Please bot if necessary (I try to check the thread daily, but no guarantees)


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

Bringing Mordecai up to WBL:

old gear 1800 + 8150 = 9950 (forgot the circlet of disguise from previous calculations)
+4 Headband of Inspired Wisdom 16000
cloak of resistance +2 4000
Rod of Metamagic, Persistent (lesser) 9000
+2 Belt of Mighty Constitution 4000
Wand of Mage Armor 750gp
=43700 gp

I suppose when calculating WBL it doesn't matter whether the gear is crafted or purchased?


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'

Due to work commitments I need to drop out of all my current games. Thanks for letting me play with you and I hope to play again in the future.


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

That's unfortunate.

But you're not the 1st nor last. Good luck Taeral.


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

Wow, I hope tbat means work is going well. Good luck & you know where to find us :)


Roll20 Maps Loot

Indeed, best of luck Taeral!


Roll20 Maps Loot

Losing Taeral is rough, he had much of your knowledge and social skills. That also means we lose Faustus!


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

Leadership did have its perks... we may need to hire someone, but our new player maybe still has a chance to change build if he so wishes? otherwise, we need to get a hireling of somesort

Sovereign Court

NE Male Human Psychic 2 | HP 13/13 | AC 10 | Fort +0, Ref +0, Will +4 | Init +0 | Perception +6 | SM +6 | 1st 6/6 |

I could pick up leadership

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