| Sau're'!K of The Mulaa Tribe |
Thanks for selecting me... here's to having a fun game all...
Is this all of our players or is there still the player with the guaranteed spot?
Just realized I never bought gear... I better get that done...
| Re'!k'th the Pachycephalosaurus |
This is Sau're!K's animal companion...
He's an herbivore... whose big move is hitting you with the top of his head.
| Sulia Farwander |
Yay, dino pets!
I like this group. We seem to have a good compliment of abilities and skills.
-Posted with Wayfinder
| GM Madcaster |
I'll be taking the average of your initiative and groups of enemies. Inside the group there is no specific order, so you can decide in which order to take actions.
What do you think about such system?
Also, I took the liberty of rolling saves for Ansado. Would you all mind if I continue to roll saves for you?
One more thing. Do you prefer to be able to move tokens on the map, or theater of the mind is okay with you?
| Sau're'!K of The Mulaa Tribe |
My thoughts on your questions.
1. I like things that speed play up. So the more rolls the GM makes such as initiatives and saves the better. I like the idea of letting players post actions in any order simply because there is a little less waiting for people to post. This is also why it is good to group players and Npc's as much as possible.
2. When it comes to maps I like being able to move tokens and the like. I have one game on the forums where we use Google slides and the players have even set up a couple slides for our notes, such as notable npc's and a loot tracking list.
| Trem Kiran |
I don't mind for the initiative and the saves.
For the map, it depend on how you treat with attack of opportunity and reach. I just want to prevent argument during a combat because we were not all on the same page on there where everyone was.
Like right now, I don't have a clear picture of where is everyone. What distance is the main group from the fort. I know Visruþ kept a 20 ft distance from Ansado, but where is Ansado? Can we still see him or is he in the courtyard behind the walls.
| GM Madcaster |
I see. I'm not really that good with all this stuff, but here's google slides thingy. Also, spreadsheet just in case.
Trem, I leave adding Sarari token for you.
| Visruþ |
@ GM Madcaster:
1. Average initiatives is fine; speeds things up a bit on PbP
2. You making the saves for us is fine by me
3. the map thing on Google Slides works just fine
The one advantage of Google Slides is that you you can keep adding new slides/maps.
That way you have a map history for everyone to see.
Not essential, but it is cool.
| Trem Kiran |
I see. I'm not really that good with all this stuff, but here's google slides thingy. Also, spreadsheet just in case.
Trem, I leave adding Sarari token for you.
Done
| GM Madcaster |
So, it's time to summarize everything.
Some Song'o spears
1 Song'o dagger
Armory:
5 short swords
3 longswords
4 light crossbows
2 heavy crossbows
60 bolts (1 is taken by Trem)
4 suits of leather armor
2 suits of studded leather armor (1 is taken by Trem)
4 heavy wooden shields
1 masterwork breastplate
Crate with a note from Vethorn Valgardson:
4 short swords
4 longswords
150 crossbow bolts
Wooden Trunk with healing supplies:
1 Healer’s kit
2 bottles of antiplague
2 bottles of antitoxin
4 bottles of bloodblock
2 sunrods
Bandages, wood alcohol, needles, thread, splints, and herbal tinctures
Package of herbs with a note addressed to Quin to drop them off with Heri.
Food supplies in the storage room.
Chest with construction supplies of excellent qualitity- nails, rope, pulleys, hammers, saws, and chains.
Masterwork studded leather armor, masterwork silver dagger and 126 sp from the body you found in the room with the spider. (If you take his belongings.)
100 gp from the stash behind the painting.
The lockbox:
112 gp
Silver holy symbol of Erastil
Silver flatware setting
3 bottles of acid
2 tanglefoot bags
1 Thunderstone
The shattered gates.
The Song’o spears was stabbed into one of the bodies in the courtyard afer the man died.
One of the bodies in the courtyard has a symbol of Abadar.
The fatal injuries to the animals in the pen were caused by claw wounds, roughly the size of a humanoid hand, and that the most useful chunks of meat were cut free with a knife. Bites from the dinosaurs are more recent.
The woman in one of the rooms bears puncture wounds, and was killed with a spear. All the wounds were delivered from above, as if she were stabbed by someone her height or taller.
A single human-sized footprint with clawed toes left in the victim’s blood on a piece of scattered paperwork.
One of the rooms is haunted. It compels anyone inside to stab themsleves with a bolt.
A note supposedly from Cahshil tribe, written in Common. Muhdzuzi says that only their tribe leader Zaahku can write in Common and her hadwriting is much different.
The impaling of the bodies in one of the rooms occurred after death.
You found a scaly, green hand in one of the rooms.
Zooif - she saw lizardfolk about a week ago. They were leaving the fort with Song'o bodies.
Muhdzuzi - he and six of his tribesmen stumbled upon the lizardfolk while hunting, tried to warn the fort, failed, got attacked.
| Sau're'!K of The Mulaa Tribe |
... Been about two weeks since Ansado's last post...
| Trem Kiran |
Level 2 changes:
Trem:
HP: 7 = +5 dice +2 Con bonus
B.A.B.:+1
Will: +1
Concentration: +1
Adv. Skills: 2Base+1Int bonus+1Human bonus+1Fav. Class Bonus=5
-- +1 Diplomacy
-- +1 Knowledge Arcana
-- +1 rank +3 class skill bonus, Knowledge Nature
-- +1 Spellcraft
-- +1 Use Magic Device
Background Skills: +2
-- +1 Knowledge Geography
-- +1 rank +3 class skill bonus, Linguistics Trem tries to learn as much as he can from Visruþ and Saurek
Special Ability: Bond Senses
Spell per Day: +1 level 1 spell
Spell Known: +1 level 0, +1 Level 1
-- Level 0 spell : Read Magic
-- Level 1 spell : Grease
Sarari:
HP: 7 = +6 dice + 1 Con Bonus
B.A.B.:+1
Fort&Will: +1
Adv. Skills: 6Base-2Int bonus
-- +1 Rank +3 class skill bonus, Acrobatics
-- +1 Rank +3 class skill bonus, Disable Device
-- +1 Perception
-- +1 Stealth
Special Ability: Evasion
Armor Increase: +2 Natural
Str/Dex Bonus: +1
Evolution Imp. Natural Armor, Ability Increase +2 Str.
| Sulia Farwander |
Level 2 Changes:
+7 Hit points (5+2 con)
BAB +1
Saves: +1 Will
Concentration +1
Spells Known:
Create Water
Spells per Day:
+1 Level 01/day
Skill Increases (5 skill points):
+1 Religion
+1 Perception
+1 Spellcraft
+1 Diplomacy
+1 Heal
Background Skills:
+1 History
+1 Linguistics (taking polyglot)
| Sau're'!K of The Mulaa Tribe |
Level 2 Changes:
+7 Hit points (5+2 con)
BAB +1
Saves +1 Fort, +1 Will
Spells per day:
+1 0th level
+1 1st level
Skills: 5 points (4 class +1 Int)
+1 Heal +3 for Class skill
+1 Knowledge Nature
+1 Perception
+1 Sense Motive
+1 Survival
Background skills:
+1 Handle Animal
+1 Knowledge Geography
Special Qualities:
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Totem Transformation (Su): At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses:
•Movement (+10 enhancement bonus to land speed)
•Scales (+2 natural armor bonus to AC)
•Senses (low-light vision, scent)
•Natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple)
While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will.
| Re'!k'th the Pachycephalosaurus |
Level 2 changes
Hit-points +6 (5+ 1 con)
BAB +1
Saves +1 will
Skills:
+1 Perception +3 trained
Feats :
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
Tricks:
Maneuver(Bull Rush) (DC 20): The animal is trained to use a specific combat maneuver on command. An animal must know the attack trick before it can be taught the maneuver trick, and it only performs maneuvers against targets it would normally attack. This trick can be taught to an animal multiple times. Each time it is taught, the animal can be commanded to use a different combat maneuver.
| Sau're'!K of The Mulaa Tribe |
Going to be a busy day today so will update actual profiles tomorrow or late tonight. I'll do the math's for any roles made today.
Spells for today:
0th: Create Water, Detect Magic, Guidance, Purify Food and Water
1st: Cure Light, Good Berry, Ant Haul
okay need to get ready for work...
| Visruþ |
Changes from Level 1 for Visruþ:
• Another level of Magus (level 2 now)
• HP: +8 (+5, +2 for con, and +1 for fcb)
• Saves: Fort +1, Will +1
• Skills (1 point each to): Climb, Perception, Spellcraft, Swim, and UMD.
• Background skills (1 point each to): Appraise and Linguistics (Halfling as new language, since we have Muhdzuzi with us now)
• New (level 1) spells in spell book: Obscuring Mist and Vanish
• New spells Memorized, usually: Detect Magic (level 0), and Shocking Grasp (level 1)
• New class ability: Spellstrike.
| Ansado of the Ekujae |
Level 2 Slayer
+ 6 HP
+ 1 BAB
+ 1 Fort, +1 Ref
+ 8 Skill Ranks Acrobatics, Climb, Intimidate, Knowledge (nature), Perception, Stealth, Survival, Swim
+ 2 Background Skill Ranks : Linguistics (polyglot), Craft (Bows)
Slayer Talent: Rogue Talent: Terrain Mastery (Jungle)
Edit: Profile is updated and I got rid of the nonlethal and 1 str damage.
BTW so you don:t have to look it up, Terrain mastery is favored terrain, as the ranger special ability.
| Sau're'!K of The Mulaa Tribe |
Does anyone want any of this?
Armor
Masterwork studded leather armor (Nice upgrade for Ansado or Visrub)
4 suits of leather armor
2 suits of studded leather armor
4 heavy wooden shields
1 masterwork breastplate (Nice upgrade for Sulia)
Weapons
5 short swords
3 longswords
4 light crossbows
2 heavy crossbows
60 crossbow bolts (Sulia or Visrub may want a crossbow each?)
| Sau're'!K of The Mulaa Tribe |
Sulia take the Masterwork Breast plate too. Both the AC and Armor Check penalty are better for you.
Both of you take 30 bolts... makes no sense to sell them... worth so little.
And Sau're'!K will take a Heavy wooden shield as well.
I assume we can add Sulia's Scale mail and Visrub's armor to the pile of stuff to be traded in? If so our trade list looks like this.
Armor
5 suits of leather armor (10 gp each)
2 suits of studded leather armor (25 gp each)
3 heavy wooden shields (7 gp each)
1 Scale mail (50 gp)
Weapons
5 short swords (10 gp each)
3 longswords (15 gp each)
2 light crossbows (35 gp each)
2 heavy crossbows (50 gp each)
Total Value of Goods...450 gp
Trade in value 225 gp...
| Trem Kiran |
Personally, I always like the 5 man team. It allows to have a more diverse group than the traditional Fighter/Cleric/Rogue/Wizard team.
| Trem Kiran |
| Sulia Farwander |
I overlooked that! I'll take that too. :D We can add my scale mail to the sale pot.
I'm okay with what we have. However, if everyone else thinks we need another player I'm okay with that.
| Sau're'!K of The Mulaa Tribe |
All 4 players we have seem pretty active as far as posting goes. With the Addition of Sarai and Re'!k'th we have a body count of 6 which I think makes us pretty well equipped to deal with most encounters.
Although I wouldn't complain if someone showed up who was capable of opening locks and disabling traps... Just saying...