Legends in the Making: Slayers of Renown

Game Master BloodWolven

Current Fight being updated.

$$$

Map of the lands that is cleared.
NPC Codex
Kingdom Stats
Bounty Board


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Female Human (Keleshite) Crossblooded Sorcerer 5 (Draconic/Phoenix)|HP 32/34|F +4 R +4 W +4 (+5 vs Fey, +7 vs Charm/Compulsion )||AC 15 T 12 FF 13 |Speed 30'|Resist Fire 10||CMB +3/CMD 15| |Initiative +2|Concentration +9|Perc +9 , Portrait
Spells Used:
First level: 5 of 7 | Second level: 2 of 5|
Kingmaker Art and Maps
GM Wolf wrote:

Round 36 & 37The last four zombies and the single ghast are easily dispatched.

Then the loud voice returns, "If skipped again you would be targeted by a restoration spell after the 3 waves are completed. Only your acquired gold will be collected for you. Should you want to take items with you grab them now." You see the piles of gold whiz around in small twisters and then come to rest on the platform.

The group raise their hands and the platform begins to rise.

I'm a little confused again. Did we automatically skip the restoration level again? How long before it comes now? What items is the voice talking about?

I thought we had wanted to take this restoration level given that several people are low on hp. Why did Koldur say he didn't need healing when his HP shows as 15?


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

lol Koldur had Con Damage on him. I'll fail any and all fort saves right now.
It's not +7 but really much lower.

15 hp...is kinda his max right now.... or rather 15/20 hp for Koldur

After this wave would be the restoration wave. I'm counting on that to get myself back to full strength.

I think there are items dropped and so we can pick them up as we go to the next level? I'm a little busy hacking apart enemies, perhaps someone can go gather them?


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

It seems the DM had us all raise our hands to skip the next restoration level, but I am not sure. The initiative counter said we were fighting elementals, but when Ingvarr tried to identify them he found out they were not elementals, so he is still trying to identify them for the group.


Yeah I forgot to change the name of the enemies.

Koldur and Hundor are hoping for the Restoration to fix their Con drain. We have to fight off 3 more waves to get that reward.

It probably would have been better to give the bonus level that name rather than restoration level, sorry for the confusion.

You are more than welcome to not lift your arm, I can recon if a majority don't lift their arms.

Koldur you took 8 points of CON drain right? You would lose 20 hp and have a max of 28 hit points at this moment. Not a max of 15 hp.


No one should be low on HP as Rognar and I have been asking about anyone needing health... then again it is up to characters/players to speak up. Too much blood to tell!


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur laughs at Con Drain/Damage.

And I'll slice and dice all my foes!
The Magic I wield will bring down all foes!
Axe Magic!


Female Human (Keleshite) Crossblooded Sorcerer 5 (Draconic/Phoenix)|HP 32/34|F +4 R +4 W +4 (+5 vs Fey, +7 vs Charm/Compulsion )||AC 15 T 12 FF 13 |Speed 30'|Resist Fire 10||CMB +3/CMD 15| |Initiative +2|Concentration +9|Perc +9 , Portrait
Spells Used:
First level: 5 of 7 | Second level: 2 of 5|
Kingmaker Art and Maps
GM Wolf wrote:

Yeah I forgot to change the name of the enemies.

Koldur and Hundor are hoping for the Restoration to fix their Con drain. We have to fight off 3 more waves to get that reward.

So it's just going to be a Restoration spell? I thought there was something about replenishing our abilities and spells, too.


There are other added bonuses the room gets stronger and stronger as you leave it alone. You will see!


Yeah many players will likely have troubles logging in until Paizo gets things working again. There was a strong wind storm the other night and I guess it affected their servers. I cleared my cookies and now it is working.


Once you two post I will get all the others moving: Koldur and Rognar.

I know Ingvarr might be able to do something to get you free in round 47 Sera.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Just waiting for the others to check in.

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

Ok sorry I couldn't get in and had to get a new password and change internet to chrome to get back lol


Now worries thanks for checking in and posting... just as I was about to head home!


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Sand? What Sand?
Was there Sand and thus DT?


Oh yes, all of the tan spots in the room are sand. The nightgaunts were suppose to grapple you and fling you in them. As you can tell it didn't pan out for them.

And thus difficult terrain.


Female Human (Keleshite) Crossblooded Sorcerer 5 (Draconic/Phoenix)|HP 32/34|F +4 R +4 W +4 (+5 vs Fey, +7 vs Charm/Compulsion )||AC 15 T 12 FF 13 |Speed 30'|Resist Fire 10||CMB +3/CMD 15| |Initiative +2|Concentration +9|Perc +9 , Portrait
Spells Used:
First level: 5 of 7 | Second level: 2 of 5|
Kingmaker Art and Maps
GM Wolf wrote:

Round 47

The purpled robed man swings his hand out to Seraphina as she moves by him, though it is no hand but a claw! What appears to be this creature’s cloak unfurls into bug wings, and its apparently human face is merely patterns on its head. As the claw digs deep into Seraphina's side it grabs you as well. Ingvarr moves forward and shoots the large insect, damaging it.

Does the claw attack need to land in order to grapple her? Because Sera's AC is 25 vs Evil and 23 otherwise. Accepting raging song would lower it to 22 vs non-evil creatures, but a 20 still shouldn't hit her.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|
GM Wolf wrote:

Oh yes, all of the tan spots in the room are sand. The nightgaunts were suppose to grapple you and fling you in them. As you can tell it didn't pan out for them.

And thus difficult terrain.

This would have made a difference if it was stated erlier.

Oh well. too late now.


Yes the claw attack would need to hit to grapple you. The first hit as you ran by was a 20! Wait you are right, don't ask my how I missed that!

Sorry Koldur it was never stated, so you may choose to go around or through it is easily Reconned right now.

Ingvarr Battlecaller wrote:

Sorry, I was waiting to figure out what happened in round 47. I assume Seraphina is free from being grappled--did Ingvarr need to use his spell to facilitate that, or did she avoid the attacks altogether that caused the grapple? Still waiting to know which Knowledge check to use to identify the monsters.

Sorry I just figured out what had happened.

Seraphina never got hit and was never grappled.
Ingvarr did not need to use his spell.
Knowledge Nature for vermin.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20
GM Wolf wrote:
Ingvarr Battlecaller wrote:

Sorry, I was waiting to figure out what happened in round 47. I assume Seraphina is free from being grappled--did Ingvarr need to use his spell to facilitate that, or did she avoid the attacks altogether that caused the grapple? Still waiting to know which Knowledge check to use to identify the monsters.

Sorry I just figured out what had happened.

Seraphina never got hit and was never grappled.
Ingvarr did not need to use his spell.
Knowledge Nature for vermin.

No problem. Now I know!

Knowledge Nature: 1d20 + 10 ⇒ (10) + 10 = 20


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|
GM Wolf wrote:

Yes the claw attack would need to hit to grapple you. The first hit as you ran by was a 20! Wait you are right, don't ask my how I missed that!

Sorry Koldur it was never stated, so you may choose to go around or through it is easily Reconned right now.

Going around would still be a double move though.

A pity that a possible critical is wasted.

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

Great Halcamora, lift my great friend over the unknown sands of obstruction and let him cleave our enemies! Rognar calls!


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Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Materias are dropping!!

Check equipment slots!!

Is there Summon Materia?

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

Perhaps, however, there is a hideous laughter which only makes Koldur smile for a short bit as he is too get off my lawn to laugh out loud!


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Restoration and treasure room for me


Female Human (Keleshite) Crossblooded Sorcerer 5 (Draconic/Phoenix)|HP 32/34|F +4 R +4 W +4 (+5 vs Fey, +7 vs Charm/Compulsion )||AC 15 T 12 FF 13 |Speed 30'|Resist Fire 10||CMB +3/CMD 15| |Initiative +2|Concentration +9|Perc +9 , Portrait
Spells Used:
First level: 5 of 7 | Second level: 2 of 5|
Kingmaker Art and Maps

Does the blue materia summon Shiva? Always loved her animations... ^_^

Ok, so we have a potential quest, during which we can apparently rest? And then we can get a room that either restores our spells and limited abilities or restores the con drain from before. Or do the restore levels come first?

Just trying to be clear on the order of things. It won't do us much good to have a level restoring spells and such if we have just rested. Ideal order would probably be restoration levels now, then work on the quest, then rest, and then move on with more tower levels.

Also seconding Ingvarr's idea of a level up, please! Today marks our 7th month anniversary of joining the campaign and we have faced lots of big, long combats but no level up yet.

Makes the big sad, soulful eyes at GM Wolf...


1 person marked this as a favorite.

If it isn't clear you should ask the booming voice.

Yes I know folks but to level up you need to rest... so with that said you will all rest, level up, drop the stones, and finally venture on the side quest. You will get the double reward after the quest.

Level up my friends, you are going to need it.


Skills:
Acro +10 _ Apr +9 _ Bluf +9 _ Climb +14 _ Dip +5 _ Disg +9 _ EA +7 _ HA +10 _ Heal +6 _ Intim +8, K (arca, dung, local, his, geo) +7 _ Ride +7 _ SpellC +11 _ Stealth +10 _ Survival +7 _ Swim +11 _ UseMag +14
stats:
HP: 38/38 _ AC: 24 _ T: 15 _ FF: 21, Perception +8, Sense Motive +10, Initiative: +2, F: +7 _ R: +10 _ W: +10 _ CMB: +9, CMD: 21, Speed: 20 ft.

All leveled up!


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Thanks!

How do we do HP for leveling up? Anything else for special rules when leveling up?


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Level 6 Fighter
HP 1d10 ⇒ 3 lol
Bonus Feat: Blind Fight


Roll twice take the higher roll. If you have any questions ask.

I need to level up Sable still.

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

Level up:

hp: 1d8 ⇒ 7

hp: 1d8 ⇒ 2


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

2nd roll
HP 1d10 ⇒ 6 <---I'll take this.

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

Level 6 complete!

Silver Crusade

stats:
DR 5/cold iron HP: 230 _ AC: 36 _ T: 33 _ FF: 33, Perception +18, Sense Motive +, Initiative: +9, F: +20 _ R: +20 _ W: +18 (+20 vs ench) _ CMB: +18, CMD: 37, Speed: 40 ft. |FH11
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

2d10 ⇒ (6, 7) = 13


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Hit Points: 2d8 ⇒ (1, 7) = 8


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr is levelled up. Raging Song now grants Greater Guarded Life -- if you fall during battle while under the effects of his Raging Song, 12 points of lethal damage are changed to nonlethal and you automatically stabilize.


Female Human (Keleshite) Crossblooded Sorcerer 5 (Draconic/Phoenix)|HP 32/34|F +4 R +4 W +4 (+5 vs Fey, +7 vs Charm/Compulsion )||AC 15 T 12 FF 13 |Speed 30'|Resist Fire 10||CMB +3/CMD 15| |Initiative +2|Concentration +9|Perc +9 , Portrait
Spells Used:
First level: 5 of 7 | Second level: 2 of 5|
Kingmaker Art and Maps

Yay, level 3 spells! Or more accurately, spell, since I only get one.

For once the choice is probably easy but just thought I would ask, you fellas want some Haste or is it a better idea for her to try and counter enemy casters with Dispel Magic?

Or possibly something else if you have a suggestion?


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr was planning to go with haste himself, but he has to wait a few more levels before he gets level 3 spells. Pick what you want, Seraphina!


Skills:
Acro +10 _ Apr +9 _ Bluf +9 _ Climb +14 _ Dip +5 _ Disg +9 _ EA +7 _ HA +10 _ Heal +6 _ Intim +8, K (arca, dung, local, his, geo) +7 _ Ride +7 _ SpellC +11 _ Stealth +10 _ Survival +7 _ Swim +11 _ UseMag +14
stats:
HP: 38/38 _ AC: 24 _ T: 15 _ FF: 21, Perception +8, Sense Motive +10, Initiative: +2, F: +7 _ R: +10 _ W: +10 _ CMB: +9, CMD: 21, Speed: 20 ft.

Haste is awesome!


Skills:
Acro +10 _ Apr +9 _ Bluf +9 _ Climb +14 _ Dip +5 _ Disg +9 _ EA +7 _ HA +10 _ Heal +6 _ Intim +8, K (arca, dung, local, his, geo) +7 _ Ride +7 _ SpellC +11 _ Stealth +10 _ Survival +7 _ Swim +11 _ UseMag +14
stats:
HP: 38/38 _ AC: 24 _ T: 15 _ FF: 21, Perception +8, Sense Motive +10, Initiative: +2, F: +7 _ R: +10 _ W: +10 _ CMB: +9, CMD: 21, Speed: 20 ft.

I just realized I didn't add my new spells:
I was thinking about fire breath for a cone fire damage and possibly one of the below options:
spiderclimb, Bear’s Endurance, resist energy, false-life, Scorching Ray

What do you think or should I pick something else?


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Crystals

I will let you have one of each color be of lesser value. All the others are least.

1 equals special for black: 12d6 ⇒ (1, 2, 2, 2, 5, 4, 1, 2, 1, 5, 1, 2) = 28 4
1 equals special for blue: 12d6 ⇒ (4, 2, 4, 4, 6, 1, 3, 6, 4, 6, 1, 2) = 43 2
1 equals special for yellow: 12d6 ⇒ (5, 2, 4, 4, 6, 4, 1, 5, 4, 5, 5, 3) = 48 1
1 equals special for white: 12d6 ⇒ (6, 2, 3, 4, 2, 1, 6, 3, 4, 1, 1, 3) = 36 3
1 equals special for red: 12d6 ⇒ (1, 2, 5, 6, 6, 1, 5, 1, 2, 4, 4, 2) = 39 3
1 equals special for orange: 12d6 ⇒ (6, 4, 4, 5, 1, 4, 1, 3, 6, 3, 6, 6) = 49 2
1 equals special for purple: 12d6 ⇒ (5, 3, 5, 4, 5, 3, 5, 1, 6, 6, 1, 6) = 50 2
1 equals special for green: 12d6 ⇒ (3, 4, 5, 5, 2, 2, 2, 4, 1, 3, 5, 5) = 41 1

Least adds 1 point of damage of its type:
White = Sonic
Green = acid
Yellow = electricity
Red = fire
Blue = ice
Black = Force

Lesser adds following damage:
White = Sonic 1d4
Green = acid 1d6
Yellow = electricity 1d6
Red = fire 1d6
Blue = ice 1d6

Speical Lesser/major crystals:
Weapons
Black = Force 1d4
Black = Crystal of life drinking 3 points every hit, max 30 per day.
Black = Witch light reservoir, 8 hours to one of the following substances: sunlight, moonlight, blood or wine. useable 5 times before it must be recharged. Activate then next successful strike does the following ability: sunlight - +2d6 fire (+4d6 vs. undead), moonlight - +2d6 electricity (+4d6 vs. lycanthrope), blood - +2d6 vs. living creature or wine - a -2 on Will saves for 1 round.
Black = Truedeath crystal, +1d6 to undead and ghost touch ability
Armor
Orange = Clasp of Cold Protection, resist cold 10, 50/day
Orange = Crystal of arrow deflection, +5 to AC vs. ranged attacks
Purple= Crystal of Life Keeping, +3 on saves vs. energy drain attacks, inflict spells, death spells, and death effects.
Purple = Crystal of glancing blows, +5 on CMD for grapples.

20 Least Orange and Purple are different and special:
Weapons:
1: crystal of illumination, makes the weapon or armor shine like a candle
3: crystal of return, draw weapon as free action
1: Demolition crystal, deal an extra 1d6 damage to construct
2: Fiendslayer crystal, +1d6 damage to evil outsiders
1: Revelation crystal, when you damage an invisible target, for 1 round it glows
3: Truedeath crystal, +1d6 to undead
Armor:
1: Clasp of Cold Protection, resist cold 5, 30/day
2: Clasp of Acid Protection, resist cold 5, 30/day
1: Clasp of sonic Protection, resist cold 5, 30/day
1: Crystal of arrow deflection, +2 to AC vs. ranged attacks
1: Crystal of Life Keeping, +1 on saves vs. energy drain attacks, inflict spells, death spells, and death effects.
1: Restful Crystal, while sleeping in armor do not gain fatigue
1: Crystal of Aquatic Action, No ACP for swim
1:Crysal of Mind cloaking, +1 on saves vs. mind affecting spellls and effects.


Female Human (Keleshite) Crossblooded Sorcerer 5 (Draconic/Phoenix)|HP 32/34|F +4 R +4 W +4 (+5 vs Fey, +7 vs Charm/Compulsion )||AC 15 T 12 FF 13 |Speed 30'|Resist Fire 10||CMB +3/CMD 15| |Initiative +2|Concentration +9|Perc +9 , Portrait
Spells Used:
First level: 5 of 7 | Second level: 2 of 5|
Kingmaker Art and Maps

How do the crystals work, again? We attach it to a weapon, and Sera can attach them to her claws. Is it just one per weapon? What about the protective types like the Crystal of Life Keeping?

Sera would definitely want a lesser green to pile on more acid damage.

Yes, it pretty much has to be Haste. Nothing else will benefit us half as much with the extra attacks and speed and bonuses.

Given her draconic leanings, Seraphina would likely think that breathing fire is pretty hot, lol! Bear's Endurance isn't a bad buff given we still have to go through the quest before Hundor and Koldur get restored. Spider climb is fun but sort of situational. And while scortching ray is a nice blast, I think Hundor pumps out more damage with his sword via cleave. And I have Resist Energy, so you can count on Sera to cast that on Hundor and herself if it's needed.

@GM , for those of us in the contract, would it be possible to cast spells on them that I could normally only cast on myself? I had the brilliant idea to pick up Gravity Bow as a buff for Ingvarr and myself for when ranged combat makes the most sense. Since he is casting Protection from Evil (Communal), that frees up some spell slots for me and I wanted to branch out to buffing more than just Hundor. But I'd forgotten it's one of those Range: Personal, Target: You spells. If not, I'll have to pick out something else.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr is happy with the +1d4 sonic on his bow. I am not sure who wants what crystals, but if there are some elemental damage ones left over, I would like to give one each to the barbarians to use on their +1 Greataxes.


The least crystals can only attach to a weapon, or armor as noted above, that is mastercraft quality or better (magical).

The lesser crystals can only attach to magical weapons.

The greater crystals can only attack to a magical weapon with +2 or +3 enhancement. I will have to double check that tonight.

Only one crystal can be attached to one weapon or armor at a time.
---

I would suggest that who ever posts for a specific crystal first gets it.
We have a lot of crystals and most of them are least quality. This of course is after waking up, touching all the stones, and identifying them.

---

I would be fine that anyone one in the Contract could accept a spell that is Range: personal.


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Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr will cast Mirror Image into the ring for Seraphina (1d4+2 images, 6 minutes).

I say a lesser red for one barbarian’s magic greataxe and a lesser blue foe the other one. They can be fire and ice. It also looks like their stat block may already include the effects of rage, so let me know if that is correct.


Skills:
Acro +10 _ Apr +9 _ Bluf +9 _ Climb +14 _ Dip +5 _ Disg +9 _ EA +7 _ HA +10 _ Heal +6 _ Intim +8, K (arca, dung, local, his, geo) +7 _ Ride +7 _ SpellC +11 _ Stealth +10 _ Survival +7 _ Swim +11 _ UseMag +14
stats:
HP: 38/38 _ AC: 24 _ T: 15 _ FF: 21, Perception +8, Sense Motive +10, Initiative: +2, F: +7 _ R: +10 _ W: +10 _ CMB: +9, CMD: 21, Speed: 20 ft.

breathing fire and Bear's Endurance it is then!

I would like:

a lesser crystal of fire for my sword.

armor... what armor?


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Give me these:

Black = Truedeath crystal, +1d6 to undead and ghost touch ability
Restful Crystal, while sleeping in armor do not gain fatigue


Excellent Rognar thank you for clarifying the placement and use of the spell!

Remember for the least crystals to work the item they are placed on has to be Master work quality or better!


Female Human (Keleshite) Crossblooded Sorcerer 5 (Draconic/Phoenix)|HP 32/34|F +4 R +4 W +4 (+5 vs Fey, +7 vs Charm/Compulsion )||AC 15 T 12 FF 13 |Speed 30'|Resist Fire 10||CMB +3/CMD 15| |Initiative +2|Concentration +9|Perc +9 , Portrait
Spells Used:
First level: 5 of 7 | Second level: 2 of 5|
Kingmaker Art and Maps

HP: 2d6 ⇒ (2, 5) = 7

Ok, got Seraphina all leveled, finally. Did a little inventory of our goodies and realized we never distributed the Vampire's items! I have claimed the Headband of Alluring Charisma which brings Sera's CHA up to 30!!! =O

Still have the cloak of resistance +3 and ring of protection +2 Let me know who wants those and I'll narrate giving them to you.

Hundor wrote:
armor... what armor?

I was concerned about that too, so I looked up the rules on the Augment Crystals... emphasis mine:

Magic Item Compendium wrote:

An augment crystal is a small gem, crystal, or similar object

that provides a magical effect when affixed to a weapon, shield,
or suit of armor (or any other magic item that grants an armor
bonus to AC)
. Each item can hold a single augment crystal, but
an attached crystal can be swapped for another one at any time.
Attaching an augment crystal to (or removing it from) an item
requires a move action that doesn’t provoke attacks of opportunity.
Effectively, each eligible item has a single “slot” that can
be filled by any appropriate augment crystal. Each augment
crystal’s Body Slot entry gives the appropriate item to which
it can be attached.

I think this means we can add them to our amulets of natural armor and rings of protection. Do you agree, GM?


I agree and they could be attached to bracers of armor or even a 'clothing item' that has been enhanced magically as armor.

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