Jade Regent

Game Master Finkmilkana

current encounter map


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male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

Witch


Seems we have 3 goblins, 2 Witch so far.
I'll update in a few hours if no one has any problem with it.


Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map

Naw. Zeema and I were just curious.


Just to let you know, I'll be in Taipei over the weekend and propably not able to update from saturday to monday.


Male Human (Tian-Min) Samurai (Sword Saint) 3 AC 19/13/17 / HP 31/35 / F +5 R +3 W +2 / Init. +2 / Perc. +4)

Teller, let me know if you want me to tone it down. As far as the information about goblins go, Shalelu is my friend, who saved me from a goblin attack and her favored enemy is goblins, I figured information like that isen't common knowledge, but its not unheard of.

I also read Goblins of Golarion to brush up on my knowledge:

From Page 8: Goblins generally have one or two children at a time,
but gestation is relatively short at 5 months. Goblin
babies are quite self-sufficient when born, coming
complete with their first full set of teeth. A lone goblin
would, in theory, care for its children, but one of the
advantages of a tribe is that it allows goblins to adopt a
more communal and horrific method of raising young.

Babies are placed in hutch-like cages and raised almost
as if they were pets. Accidents and even death can occur
among these unsupervised children, but this is hardly
a cause for distress among goblins, since the general
thought is that goblins who are too fragile or helpless to
survive childhood wouldn’t have much to offer the tribe
when they grew up anyway.


Male Human (Tian-Min) Samurai (Sword Saint) 3 AC 19/13/17 / HP 31/35 / F +5 R +3 W +2 / Init. +2 / Perc. +4)

hahaha oh the poor goblins, this should scare the hell out of them.


male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

Gorag grow up in a orc tribe, he knows how to handle goblins ;-)


So making your way to the cave it is?

If no one does anything opposed to it, I'll move along the group in a few hours.


Island Elf

Am happy here skipping along to thse caves. (^_^)

Of course, keeping a watchful eye out for anything in'a swamp what might want to make a snack out of some Elf. (^_~)

Also, what about the Witch?


M Halfling Bard 6 | HP 50 | AC 22 | T 16 | FF 17 | CMD 19 | Fort +4 | Ref +11 | Will +6 (+2 vs fear) | Init +5 | Perc +12

Unless Hideo objects strongly, I'm fine with heading to the cave.

Sunny makes a good point, though - maybe the witch can tell us a bit more about what we're getting into.

@Teller - do we know where to find the witch? Is she far?


Male Human (Tian-Min) Samurai (Sword Saint) 3 AC 19/13/17 / HP 31/35 / F +5 R +3 W +2 / Init. +2 / Perc. +4)

I won't push against the will of the group. That said, we came into the swamp to find those responsible for the attacks on the village. In the course of this we found that they had attacked by undead. The fact that there are undead somewhere in the swamp doesn't lessen the fact that the goblins attacked Sandpoint. Ethically we need to bring the boss to justice, either though death or capture. The undead, while troubling have not harmed Sandpoint, the goblins have. I guess we could vote on it?

I'm for dealing with the goblins.


male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

I'm for the undead, but just to give the goblins a false sense of security.

Let's do it the Arni way: "We'll be back" ;-)


You know roughly were the witch is, but it's almost on the other side of the marsh.


M Halfling Bard 6 | HP 50 | AC 22 | T 16 | FF 17 | CMD 19 | Fort +4 | Ref +11 | Will +6 (+2 vs fear) | Init +5 | Perc +12

These goblins haven't actually attacked Sandpoint, though they have been harassing travellers. Our assignment was to take care of the goblins so that this would stop, and I think this band is so decimated that they're not going to have the numbers for much mischief. So, while our party didn't take care of it, it seems mostly taken care of.

@Hideo - you want to deal with the goblins - what do you have in mind for that? Try to kill their chief and leave? Kill them all? I don't know what our chances are in taking them all on, but there are probably something like 15 to 25 of them, I'm guessing, so it could be close.

And to be clear - I'm open to either option.


Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map

If we're going to take on the Goblins, I think we'll want to do it after resting. Zeema's spells are very limited, and I think will be exhausted after this fight with undead.

I'm also fine with seeing the witch. If we have to walk across the marsh, so be it. I'd rather take on the goblins or undead when more prepared.


Male Human (Tian-Min) Samurai (Sword Saint) 3 AC 19/13/17 / HP 31/35 / F +5 R +3 W +2 / Init. +2 / Perc. +4)

I would say we go for the Undead, check out the witch and then swing back through for the goblin boss, or play it by ear.


Island Elf

I think a tribe of even scared Gobbies be a tad more'n we can handle. Nothing fights tougher than a critter with no where left ta go.


Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)

Well I'm sure we'd be able to take the goblins if we plan for it. We now know the layout of the houses and they aren't expecting us to come back. Easy surprise round of taking out stragglers then go to capturing the boss. Just because we have to take out goblins doesn't mean we have to go the kill everything route, we can still dispense justice by normal means. Even if the likely outcome is the sheriff hangs the boss.


@Sunny: Which pool? The one you (so far) can only reach squeezing (which Alotia saw)? Remember, you haven't seen any other so far.


Island Elf

Oh! Sorry! I thought we'd all gotten into the first area.

Hence the question about which way to go,

Teller of Tales wrote:
Main Tunnel or Side Tunnel?

Think upon the post as actions Sunny will take when she gets the chance. (^_^)

Very sorry for the confusion!.

Much cheers to you and yours.


I thought so :)


Island Elf

You're welcome! (^_^)


Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)

Doesn't the slow effect on grease, the DC10 acrobatics check and not move still work? I know I can't trip the thing but shouldn't it still need to make a check to move?

Otherwise it looks like I'm down to using a crossbow if anything at all in this fight. I think I'm just going to start casting only damage spells from now on. I keep taking debuff spells and not being able to us them, just my luck really. As if undead show up colour spray is going to be useless as is a crossbow. I'll probably just total defense for a bit.


Well, yeah. But it isn't trying to move right now. The tasty elf is already in range after all.
Should it start to move it'll have to roll.


Current Castle Map HP 26 / 26, AC 21 (19 FF, 13 Touch) Fort +5, Ref +3, Will +6

@ GM: Does armor effect any of those bones flying about? Some of us have decent protections. Unless it is an effect of what we are fighting, them exploding everywhere.

Anyone heard/seen from Nicat? I was hoping he would have made an appearance with the skills checks and the battle of course.


Male Human (Tian-Min) Samurai (Sword Saint) 3 AC 19/13/17 / HP 31/35 / F +5 R +3 W +2 / Init. +2 / Perc. +4)

It's going to be a pretty short battle, but thats what happens when you have a cleric vs undead =D


No, armor sadly doesn't help since it's an aoe effect. This kind of skeleton just explodes when dying, kinda like an Balor. But they are either way just a road bump to use up some resources before you get to the first "boss fight".

And to give you all a heads up:

Once this battle against the skeletons is over you have enough experience for a level up (it might seem fast, but mainly there was an awfull lot of "story exp" already).

So before you move to the next room you all should be level 3.


M Halfling Bard 6 | HP 50 | AC 22 | T 16 | FF 17 | CMD 19 | Fort +4 | Ref +11 | Will +6 (+2 vs fear) | Init +5 | Perc +12

It does seem fast, but levelling up is always fun.


M Halfling Bard 6 | HP 50 | AC 22 | T 16 | FF 17 | CMD 19 | Fort +4 | Ref +11 | Will +6 (+2 vs fear) | Init +5 | Perc +12

For HP, we take the better of a dice roll and half a hit die, right? So for a rogue, the better of a d8 or 4?

HP: 1d8 ⇒ 6 +2 Con = 8


yes


M Halfling Bard 6 | HP 50 | AC 22 | T 16 | FF 17 | CMD 19 | Fort +4 | Ref +11 | Will +6 (+2 vs fear) | Init +5 | Perc +12

Anyone feel like discussing feats for next level? Nicat is considering these:

Combat Expertise - will help a little with AC, but mostly to open up Feint and Gang Up feats later on - may not be worth it, but would allow for more sneak attack options later
Power Attack - would boost damage with both weapons when TWFing, though not as much with the off-hand weapon
Two-Weapon Defense - gives the same AC bonus as Combat Expertise, doesn't open the feat tree
Improved Initiative - hitting first is good

Any thoughts? Other feats I should consider?


Male Human (Tian-Min) Samurai (Sword Saint) 3 AC 19/13/17 / HP 31/35 / F +5 R +3 W +2 / Init. +2 / Perc. +4)

For my level 3 feat I plan on taking: Dramatic Display

Dramatic Display:

(Combat, Performance)
Your skill with your weapon is obvious to enemies and onlookers alike.

Prerequisite: Dazzling Display.

Benefit: When you spend a swift action to make a performance check, you exude an aura of awe-inspiring skill. You gain a +2 bonus on your performance check, and gain a +2 bonus on all attack rolls and combat maneuver checks until the end of your next turn.

Basically my plan at level 5 is to take Performing Combatant. So this turns all of my combats into performance combats for the purposes of debuffing foes and giving the group as a whole bonus's. It will stack with my demoralize, potentially giving all of our enemys a -4 penalty on all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws, while giving the group a +2 morale bonus on all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws, and Hideo an additional +2 on all attack rolls.

Oh and don't worry Nicat, at level 6 I'll be taking Shatter Defenses.


Male Human (Tian-Min) Samurai (Sword Saint) 3 AC 19/13/17 / HP 31/35 / F +5 R +3 W +2 / Init. +2 / Perc. +4)

@Nicat: Honestly, I would take Weapon Finess, It gives you another +1 to hit on both of your short swords. DPR wise to hit is quite important for a rogue.


M Halfling Bard 6 | HP 50 | AC 22 | T 16 | FF 17 | CMD 19 | Fort +4 | Ref +11 | Will +6 (+2 vs fear) | Init +5 | Perc +12
Hideo Kaijitsu wrote:
Oh and don't worry Nicat, at level 6 I'll be taking Shatter Defenses.

That will be very useful (as will the whole performance plan you have), and it aims at the same intent I had with taking combat expertise and the feat tree it opens up - increasing my chances of getting sneak attack damage. My concern is that Combat Expertise is not a great feat in itself, and I'm not sure how valuable the feat tree will be.

I guess it comes down to doing more damage, acting sooner, or getting hit less.

Hmm, just saw your Weapon Finesse recommendation. I thought about it, but it seems that +1 to hit doesn't get me a lot - though it's really the same benefit as Weapon Focus, and I'm likely to boost my Dex over time, so it may grow in utility as we level up. Hmm, again. On the other hand, I can pick up Finesse Rogue next level as a rogue talent, and not spend a feat on it. Hmm, a third time.


Male Human (Tian-Min) Samurai (Sword Saint) 3 AC 19/13/17 / HP 31/35 / F +5 R +3 W +2 / Init. +2 / Perc. +4)

@NicatI would use Finesse Rogue to get it at level 4. I might suggest you take the Scout archetype at that time as well, since it allows you to sneak attack on a charge, regardless of the target being flat footed. Go for Improved Initative. Going first is huge.


M Halfling Bard 6 | HP 50 | AC 22 | T 16 | FF 17 | CMD 19 | Fort +4 | Ref +11 | Will +6 (+2 vs fear) | Init +5 | Perc +12
Hideo Kaijitsu wrote:
@NicatI would use Finesse Rogue to get it at level 4. I might suggest you take the Scout archetype at that time as well, since it allows you to sneak attack on a charge, regardless of the target being flat footed. Go for Improved Initative. Going first is huge.

Yeah, was thinking about Scout, as it fits with Nicat's personality, with charging in and trusting to luck, and his history of exploring around Sandpoint. The downside to Improved Initiative is that going first all the time makes it harder to get into flanking position for that first sneak attack, unless we're really right up against our opponents when we first see them. But it probably makes more sense than Power Attack, character-wise.


Current Castle Map HP 26 / 26, AC 21 (19 FF, 13 Touch) Fort +5, Ref +3, Will +6

Feat possibilities that I see for Aloria...

Scribe Scroll (to which I have to the GM: Will there be down time enough to do this and make it worth taking?)

Improved Initiative (start out quick is always a good option)

Extra Channeling (not sure if I will be channeling, that much though)


Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)

At level 3 I'm likely going to take Augment summoning. Improved Initiative at level 5 and from there I'm not sure. Superior summoning maybe at level 7?

For my bonus feat I might take an item creation if we have enough time for that. If not probably a meta magic feat that I won't carry around in a wand.


Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map

Zeema will most likely take power attack to maximize her damage potential, alternating and combining with her growth ability as necessary. It'll also come in handy with Wildshape once that comes about. I would take weapon focus to make her strikes more reliable, but she'll be switching between so many different weapons (quarterstaff, scythe, spears, claws, bites) that I think it would be inefficient.


Well, I haven't actually read the later books yet but there should be enough time for item creation when going around with the caravan.

Also, can someone please kill that poor, lonely skeleton?


M Halfling Bard 6 | HP 50 | AC 22 | T 16 | FF 17 | CMD 19 | Fort +4 | Ref +11 | Will +6 (+2 vs fear) | Init +5 | Perc +12
Teller of Tales wrote:
Also, can someone please kill that poor, lonely skeleton?

Just tried and failed. I can't believe I didn't remember to pack a club or light mace. So handy at early levels.


Well, that hit could be a crit....


male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

HP: 1d8 ⇒ 8


Current Castle Map HP 26 / 26, AC 21 (19 FF, 13 Touch) Fort +5, Ref +3, Will +6

Level 3 Hit Points: 1d8 ⇒ 7 +1 con +18 hp = 26 hit points at level 3


Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)

HP: 1d6 ⇒ 2 so +3+1, 18 hp total.


Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map

1d8 ⇒ 5+2, so 26 hp total, 17 hp at the moment.


M Halfling Bard 6 | HP 50 | AC 22 | T 16 | FF 17 | CMD 19 | Fort +4 | Ref +11 | Will +6 (+2 vs fear) | Init +5 | Perc +12
Teller of Tales wrote:
Well, that hit could be a crit....

Not sure why I didn't think of that, I'm usually very crit-focused. I just looked at the final result, not the actual die roll.

But I just tried rolling the crit confirmation and rolled a 1 to hit and a 1 on damage, so I'm glad Gorag stepped up to take care of things.


Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)

Is there any buff or debuff spells that anyone particularly wants me to know for level 2 arcane spells?


Male Human (Tian-Min) Samurai (Sword Saint) 3 AC 19/13/17 / HP 31/35 / F +5 R +3 W +2 / Init. +2 / Perc. +4)

Someone should grab Bull Strength. Other useful ones include Glitterdust, See Invis, Invis, and Create Pit. Create Pit is amazingly good for a control spell.


Male Human (Tian-Min) Samurai (Sword Saint) 3 AC 19/13/17 / HP 31/35 / F +5 R +3 W +2 / Init. +2 / Perc. +4)

Level 3 hp: 1d10 ⇒ 9

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