Legends of Katapesh - Legacy of Fire

Game Master justaworm

Date: Arodus 26th
In the bowels of Bayt Al-bazan
Ymeri's breath found.
Shazzathared and Iavesk friendly.
Karambagya friendly, as much as his sworn service will allow.
3 days to recover Impossible Eye before the Vizier orders party's death
Aliya friendly, currently with party

Loot Spreadsheet: Link
Xotani Tales: Tale 1, Tale 2, Tale 3,
Jahavhul Tales:Argbadh's Tale, Shazzathared's Tale,
Impossible Eye lore: Post
Wish Spell usage: Shazz post

Player Files: Maps and art


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Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

No sweat, it can wait for a different character...

+1 Cleric level
+1 stat bonus to Dex
+1BAB, +1 Ref save, Channel energy +1d6, add 1+1(+1) 2nd level cleric spells.

HP increase: 1d8 + 0 ⇒ (2) + 0 = 2


Male Human (Keleshite) Sorc (Efreeti) 14 l AC 20(ff15/t17) l F9 l R10 l W12 l HP(117) 117 I Percep +0 l Stealth +3 l

+1 socerer level
favored class bonus (knowledge magic missile)
replace endure elements with shield
2L - flaming sphere
0L - Acid spray

Know(planes), know(arcane), spellcraft, and use magic devise +1
+1 will and attack
hp 1d6 + 3 ⇒ (2) + 3 = 5

Scarab Sages

You arcane or divine types should identify our loot for us if you can. Besides I am curious... :)


Current form: Huge Air Elemental Male Human (Desert) Druid 14 HP 152/152 | AC 22 , T 13, FF 20 | F: +13, R: +8, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
Resources:
Heat Shimmer 9/10 | Wild Shape 6/7

Hazreem gets to work...

Spellcraft checks:
Unidentified Magical GreatAxe (Kardswann's weapon) 1d20 + 6 ⇒ (5) + 6 = 11
Unidentified Magical Ring 1d20 + 6 ⇒ (2) + 6 = 8
Unidentified Magical Cloak 1d20 + 6 ⇒ (15) + 6 = 21
Unidentified Magical Dagger 1d20 + 6 ⇒ (16) + 6 = 22
Unidentified Magical Wand 1d20 + 6 ⇒ (18) + 6 = 24
Unidentified Magical Amulet 1d20 + 6 ⇒ (18) + 6 = 24
Unidentified Magical Headband 1d20 + 6 ⇒ (6) + 6 = 12
Unidentified Magical Slippers 1d20 + 6 ⇒ (12) + 6 = 18

We also need to split the potions and other gear as well.

Ring of Feather Fall
3 Potions of Cure Moderate Wounds
1 Potion of Expeditious Retreat
Vial of Silversheen (4 applications)


Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

Mah'ysa would also like to examine the unknown enchanted items with Detect Magic...
Axe-Spellcraft: 1d20 + 5 ⇒ (20) + 5 = 25
Ring-Spellcraft: 1d20 + 5 ⇒ (14) + 5 = 19
Cloak-Spellcraft: 1d20 + 5 ⇒ (13) + 5 = 18
Dagger-Spellcraft: 1d20 + 5 ⇒ (2) + 5 = 7
Wand-Spellcraft: 1d20 + 5 ⇒ (1) + 5 = 6
Amulet-Spellcraft: 1d20 + 5 ⇒ (18) + 5 = 23
Headband-Spellcraft: 1d20 + 5 ⇒ (9) + 5 = 14
Slippers-Spellcraft: 1d20 + 5 ⇒ (20) + 5 = 25

The potions of healing should go to the front line guys and the potion of expeditious retreat should go to our scout.


Hazreem, you were able to identify the following:

Greataxe: This is a +1 Lawful Outsider Bane GreatAxe
Ring: Ring of Protection +1
Cloak: Cloak of Resistance +1
Dagger: Standard +1 Dagger
Wand: Wand of Bull's Strength
Amulet: Amulet of Natural Armor +1

Mah'ysa, you were able to identify the following (that Hazreem didn't):

Slippers: Slippers of Spider Climbing


Current form: Huge Air Elemental Male Human (Desert) Druid 14 HP 152/152 | AC 22 , T 13, FF 20 | F: +13, R: +8, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
Resources:
Heat Shimmer 9/10 | Wild Shape 6/7

Oops forgot one:

Unidentified Magical Splint Mail (medium) Spellcraft 1d20 + 6 ⇒ (4) + 6 = 10

As for the loot, Hazreen would claim the Amulet, and the Wand for use.


Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

Mah'ysa will look over the splint mail as well:
Spellcraft: 1d20 + 5 ⇒ (19) + 5 = 24

Mah'ysa is interested in the cloak, ring, or slippers; and if there is a masterwork chain shirt anywhere for sale, she's interested in that as well.


Assigned Amulet of Natural Armor +1 and Wand of Bull's Strength to Hazreem. Assigned Cloak of Resistance +1, Ring of Protection +1, and Slippers of Spider Climbing to Mah'ysa.

Mah'ysa, you identify the splint mail as standard +1 armor.

The weapon and armor shop in the battle market on has used equipment of not the best quality. There is nothing of masterwork grade for sale there. Though you did find masterwork chainmail in the closet.


CG male half-elf inquisitor of Sarenrae 8

Sorry it's taken me this long to post an update; I'm almost caught up on my school work.

Barbarian 1 (Invulnerable Rager)
Hit Points 1d12 + 1 ⇒ (1) + 1 = 2
Stat Bonus Constitution
Favored Class Bonus +1 HP
BAB +1
Base Saves +2 Fort, +0 Ref, +0 Will
Class Abilities fast movement, rage 5 rounds/day
Skill Points 6 ranks (Acrobatics x2, Perception, Sense Motive, Stealth, Survival)

As for treasure, well, there's not really anything left that Daumari would benefit from. Maybe I'll get something next time around.

EDIT: Or maybe not. Rolling a 1 for HP is painful; if I continue to fall behind the curve like this, I'll be rolling up a new character shortly.


Current form: Huge Air Elemental Male Human (Desert) Druid 14 HP 152/152 | AC 22 , T 13, FF 20 | F: +13, R: +8, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
Resources:
Heat Shimmer 9/10 | Wild Shape 6/7

I think Sardaukar allows you to reroll 1's


CG male half-elf inquisitor of Sarenrae 8

If not, a low hp total isn't the end of the world. Though it might prove fatal for Daumari. And soon at that.

Oh well, I have the APG and I am not afraid to use it.


Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

If anyone else could use the ring, cloak or slippers speak up!


Daumari, reroll that HD! 1 on a d12... Eww...


CG male half-elf inquisitor of Sarenrae 8
Sardaukar wrote:
Daumari, reroll that HD! 1 on a d12... Eww...

Hit Points 1d12 + 1 ⇒ (8) + 1 = 9

I could definitely use the ring; I'm working with an AC of 14 right now. It's really insufficient for a front-line combatant, especially at level 4. While I'm at it, I think I will claim Ugruk's masterwork breastplate. It makes a fitting trophy for a gnoll-hunter.

The two should bump my AC to 18; still not great for level 4, but much better than what it was.


Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

Then I transfer the ring of Protection +1 to Daumari.


Daumari wrote:
I think I will claim Ugruk's masterwork breastplate.
Mah'ysa wrote:
Then I transfer the ring of Protection +1 to Daumari.

Masterwork breastplate and Ring of Protection +1 moved to Daumari on list. Daumari, you now have two rings which is the maximum that can be worn at once.


Current form: Huge Air Elemental Male Human (Desert) Druid 14 HP 152/152 | AC 22 , T 13, FF 20 | F: +13, R: +8, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
Resources:
Heat Shimmer 9/10 | Wild Shape 6/7

I still see the potions have not been claimed yet. I suggest Bahir, Daumari, and Pae get the healing potions, and Pae take the Expeditious Retreat potion.

If no one claims the extra Ring of Feather Fall, then Hazreem will take it.

Daumari should take the silversheen vial.

Scarab Sages

Bahir will take the +1 Splint mail if no one else wants it. So he'll end up with the cold iron heavy mace and a potion of cure moderate wounds.

Ok, so whats left that no one has claimed and can we sell it at the market so we have some cash to fill in any holes in our inventories?


Updated list: Distributed the 3 Cure Moderate Wounds potions to Bahir, Daumari, and Pae. Gave Pae the Expeditious Retreat potion. Gave Hazreem Ring of Feather Fall. Daumari Silversheen vial. Bahir +1 Splint mail.

Please update your character stats to reflect any changes in AC, Saves, etc.


Current form: Huge Air Elemental Male Human (Desert) Druid 14 HP 152/152 | AC 22 , T 13, FF 20 | F: +13, R: +8, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
Resources:
Heat Shimmer 9/10 | Wild Shape 6/7

I suspect the ring will need an Identify spell to determine its properties.


A map showing the revealed portion of the church crypt is up.
Map Link


CG male half-elf inquisitor of Sarenrae 8

The next time an NPC's action invalidates my own, don't force me to lose my turn.

I cannot predict how you are going to have an NPC behave, but I certainly should not be rendered unable to act in any given turn by such circumstances. I'm being penalized because my daily time to check the game usually occurs before everyone else. If this is how you are going to run things from now on, there's no point in me continuing the game; you're not letting me actually play.


Sorry, the NPC was in a higher initiative order than you (based on the die rolls) and there wasn't really a way for your character to get in after words without taking an AO. I didn't want to force your character into an AO situation. And the NPC did the same amount of damage as you would have after the damage reduction for using a piercing weapon. In hindsight, I probably should of backed up the NPC's action and had her do something else to let the actual PC get in. It was not my intention to invalidate your action. I was just trying to play the NPC as a member of the party and not just a forgotten bystander as they seem to become in Face-to-Face games.


CG male half-elf inquisitor of Sarenrae 8

I'm more upset that I didn't have the chance to take that AoO; it should be my call, one I would have taken in this case.

In most tabletop games, NPCs end up as forgotten bystanders by design. The game is supposed to center on the player characters, not any NPCs that might accompany them. I'm not just upset about this, I'm furious. To be honest, rather then bring this up I was almost ready to delete my bookmarks to the game on the spot and simply stop checking back.

PbP games are slow, and it's a GM's job to speed things along as much as possible. That said, if things are moving so quickly that a player's actions are limited or, as in this case, negated, then it needs to be slowed down from time to time.


Being my first PbP, I'm still working on figuring out what is the best balance to keep the gain moving while maintaining the feel of a face-to-face game. Earlier in this campaign, I did prompt for decisions such as this. I would have stopped the turn order after the NPC moved to allow you to modify your move since it was technically no longer possible. But doing this caused problems. The entire game was blocked until this player responded. After another day past of nothing happening, I ended up taking an action for that player. Meanwhile, other players were posting additional actions when their previous actions were handled yet. After several times getting burned like this, I decided never again. I didn't want to delay the entire game for one player who may not post for several days. But in this situation it would have been useful to delay the game. But in hindsight, the correct take-away (ugh, sounds like I'm at work) is to never let an NPC action interfere with a PC action, even if in a face-to-face game that would have been the case since the player would of just changed their action.

I took over this PbP game back in late-April/early-May when the previous GM had stopped posting back in February and there were delays of up to 2 weeks between posts. The game had run for a year at that time and had basically completed 2 of 5 secions in the first AP module, though some parts were skipped. In just about 6 months we have almost completed the first AP module. I was planning to ask this when the first module was over, but giving the current situation this seems like an appropriate time.

I wanted to ask the whole group, and anyone else who is following along, what has been going right with this campaign and what has been going wrong? Think of this as a Agile Sprint Retrospective (for those that do software development for a living will understand). I'm looking for your criticism. I'm generally good at taking constructive criticism, as long as it stays constructive. So what things, like this situation by Daumari, bothers you? What things should be changed? How is the flow of the game going? What prevents you from posting and getting immersed into the campaign?

On a more specific note, here's an observation that I'm trying to figure out how to fix. It seems that, when the game is in more of a role-play mode and not in combat or initiative order, things go really slow. I feel as if I need to pull teeth sometimes to get posts. Generally only a single player posts after almost a day has past. But then once I call for an initiative roll, everyone posts within 12 hours. This tells me that everyone is watching the game thread, but just not posting and getting involved. So I want to ask, what is missing that prevents you from posting during this role-play period? Looking at other Play-by-Posts of Legacy of Fire and Serpent's Skull (since I have read those APs), I notice a wide variety of GM styles. The ones that have lots of good role-play have a GM who writes very flavorful content. But I find that difficult to do in a dungeon type setting like the one you are currently in. Plus, I'm not the best at being a writer like that (I write too matter-of-fact since I'm a programmer). I also find it difficult to write such flavorful text when I have to write for the whole group and for the most part write in a third-person perspective. Third-person perspective seems to remove the ability for someone to get immersed into the story. I want to write in second-person perspective, but that wouldn't be correct for other players. I find myself switching between the two when they seem appropriate, but that seems awkward when I read it back.

So let me know your thoughts.


CG male half-elf inquisitor of Sarenrae 8
Sardaukar wrote:
... But in this situation it would have been useful to delay the game. But in hindsight, the correct take-away (ugh, sounds like I'm at work) is to never let an NPC action interfere with a PC action, even if in a face-to-face game that would have been the case since the player would of just changed their action.

Another option that I've seen used is have all NPCs, allies and opponents alike, act on the same turn. It may take away from the fluidity of the initiative order, but seems to help PbPs move along. Another consideration you might think about is that a PbP GM, more than one running a traditional game, may have to bend the rules in order to ensure the story is told in a way that works with everyone involved. Perhaps having an NPC ignore its AoO from time to time, in order to allow for a player's action to resolve normally, is a good thing. Or perhaps, if the route to a target NPC is blocked, have the character move to another target and take that same action; what really bothered me was that, while only six seconds wasted in game, an entire day was wasted for me when my action was negated.

Sardaukar wrote:
I wanted to ask the whole group, and anyone else who is following along, what has been going right with this campaign and what has been going wrong? Think of this as a Agile Sprint Retrospective (for those that do software development for a living will understand). I'm looking for your criticism. I'm generally good at taking constructive criticism, as long as it stays constructive. So what things, like this situation by Daumari, bothers you? What things should be changed? How is the flow of the game going? What prevents you from posting and getting immersed into the campaign?

I think the biggest difficulty for me is that I'm resenting my own character. Daumari is a lot more fragile than I originally intended, as demonstrated by the fact that he's almost died what, three times now? He doesn't seem to fit any single role, floating between ranged fighter, melee fighter, and scout, when there's at least one character in the party that not only focuses in one of these three aspects, but far exceeds what he is capable of achieving. Additionally, I can't seem to get behind his character background, most likely due to the fact that I was tailoring him to be a loner; such a personality doesn't seem to function well in a PbP setting. You've probably noticed I've been playing him more open of late, more willing to speak up and join conversations. This, in general, seems better for the game, but I end up resenting the character all the more because that's not how I envisioned him. One final point is that Daumari's development is rather shallow; he doesn't really have any goals, other than slaughtering gnolls (the only thing he does surpass other at).

I will say that I think things are moving too quickly, and not described in enough detail, for me to get excited about the game. Things move along so quickly that I can't seem to envision a location before we're thrust into combat, at which point I'm lost as to what I should be doing. It feels as if my character is in a white space; the dimensions of the space are provided, the position of the combatants in the space known, but the environment itself seems blank. I will admit flipping through my copy of the AP, not to learn what may be coming up later in the adventure, but in search of pictures to provide me an idea of what we are actually doing and where the encounter is taking place.

Sardaukar wrote:
It seems that, when the game is in more of a role-play mode and not in combat or initiative order, things go really slow. I feel as if I need to pull teeth sometimes to get posts. Generally only a single player posts after almost a day has past. But then once I call for an initiative roll, everyone posts within 12 hours. This tells me that everyone is watching the game thread, but just not posting and getting involved. So I want to ask, what is missing that prevents you from posting during this role-play period?

For me, it is a combination of Daumari being antisocial, and the fact that he has no goals outside of killing beastmen. If I had built a round character, we would both have some goals and objective to work with, to tailor non-combat encounters in a manner that addresses the character's development and draws him into the situation. As you've noted, I typically pay attention to such discussions even though I don't post, though if it goes on too long I find myself losing interest in the game and stop checking in for a time. This isn't a fault that rests on you, but with me entirely. This is one of the reasons that I've been playing Daumari more socially of late, but is also one of the reasons I mentioned that I've started to dislike my own character; such interactions are not natural for him, and I'm unable to suddenly apply a new personality to a character that I've been playing for more than a year.

Scarab Sages

Just saw this. I was going to say that your reaction to Sardaukar was a bit extreme and there must be more to the story before you clarified in the above post that was indeed the case. Let's see where to start with this.

I have enjoyed the pacing that Sardaukar uses and would like to continue with it. He is right about the waiting forever for one person to post slows the entire game down and the more active begin to lose interest. I also like the recap that he does of everyones actions, it helps me visualize things a great deal. That being said, I was somewhat surprised by the glossing over of our last meeting with Almah? and the caravan, re-equiping, so on and so forth. I was ready to see the characters given the chance once again to pursue their individual goals and establish their personalities. I feel their is a balance however and have retconned many a roleplaying interaction because I felt it was important for my character to do so. I would say that 50% of this has to do with Sardaukar and 50% has to do with how immersed the players are into their characters. It is a tough environment to create goals in outside of combat. To tell you the truth I quite enjoyed the controversy around the whole harpy situation. It allowed the characters to define themselves a bit better. I have a number of personal goals that I have created for Bahir at this point and he has evolved a bit in a direction I had not expected or foreseen. Also, I am not blind to the fact that the new paladin class seems to be VERY effective which can overshadow others a bit. I am really enjoying the developing relationships between Bahir and each of the other characters. My favorite of which has been with Pae as he has a strong personality that Bahir is learning to work with.

I understand your frustration with a character that doesn't pan out how you had hoped. Let's see, if I were running Daumari what opportunities do I see? He hunts gnolls so maybe taking grisly trophies to show his prowess. Skinning a gnoll could cause quite a stir. His worship of Sarenrae is his own, Bahir and Mah'ysa certainly don't have the only way this should be done. Perhaps his goal is to bring her light to the dark corners and night, unlike the others. He has synergies that he could be developing with others like; Combat tactics with Bahir and Pae, tracking and scouting with Pae, hunting and knowledge of nature and environs with Hazreem, and the religious aspects with Bahir and Mah'ysa. His fortress fighting style is very unique, play it up. Anyway, these are but a few suggestions and by no means a comprehensive list. I hope you don't take offense as I am not trying to tell you how to play him. There is always the option of making a different character if this one is beyond repair as sometimes happens.


CG male half-elf inquisitor of Sarenrae 8

My dip into barbarian this level is intended to try and boost Daumari's synergy with Bahir, to be honest. He's a decent scout, and my original intention was to go into rogue. Ultimately, however, he would slow Pae down and be a liability in such situations; this was illustrated when the peryton almost took him out before the others could arrive on the scene, and I know Pae has taken issue with us spoiling his opportunities at stealth-based actions, hence why I opted to go into a more front-line multiclass.

I see Bahir as the closest thing Daumari has to a friend in the group. My character's outlook on the world aligns more with Pae, but as mentioned I don't want to step on a rogue's toes, be they fur-covered or not. It's actually an interesting situation, as I absolutely loathe the paladin's character concept. Now don't get me wrong, it's not the player I dislike. I know you've made a conscious decision to play Bahir in this manner, and you've been portraying the character masterfully. It's just that paladins are my favorite class, and I've despised the idea that paladins are lawful stupid since the day I began playing the game, an idea usually resulting from a player's narrow point of view and/or unfamiliarity with the game itself.

I would really like to play up Daumari's meteor hammer style more, but as a two-weapon fighting style it progresses slowly, and I'm falling behind the curve rather quickly. Picking up a level or two in barbarian will, I hope, improve my survivability in melee combat. At the same time, this ends up inhibiting progression of my combat style itself. To add to the frustration, as a melee fighter I'm heavily reliant on my gear. However, as essentially a support character, with limited gear options, the odds of finding what I need to be effective in combat are slim.

For example I never wanted medium armor, so that I could still effectively move through a battlefield without penalties, but we've not found any decent examples of light armor for me to utilize. And my hopes of finding a magical meteor hammer dwindle with every encounter, and the realization that such a weapon may not be included within the AP at all looms more and more on the horizon.


Daumari wrote:
Another option that I've seen used is have all NPCs, allies and opponents alike, act on the same turn. It may take away from the fluidity of the initiative order, but seems to help PbPs move along.

Similar to this, I put all the enemy on one initiative and always try to place them at the end of the post so that all PCs can make their moves based on the enemy's action. It may be helpful to always place all NPCs immediately before or after the enemy so that their actions are also know to all players when they make their moves. Probably compare init rolls between the NPCs and the enemy to determine which one goes first.

Bahir wrote:
I was somewhat surprised by the glossing over of our last meeting with Almah?

The main reason I rushed that was because you and Mah'ysa headed off on your own while the rest of the group was staying behind just to guard the body. I didn't want the story to only contain just two people I so wanted to get the group back together quickly. And I agree, I didn't like how that turned out either. After it was posted, I didn't like it. I should of tried to keep a story line going with the other group while they stayed at the Battle Market to allow time for the meeting with Almah to be rolled out a bit. I just have to chalk it up as experience gained for next time.

Daumari wrote:
And my hopes of finding a magical meteor hammer dwindle with every encounter, and the realization that such a weapon may not be included within the AP at all looms more and more on the horizon.

Not to try and spoil anything or burst your bubble, but none of the exotic weapons listed in the LoF player's guide will be found as magical upgrades in the AP. I've read the whole AP in detail and you won't find it. But around 7th level you will have opportunities to purchase upgrades. Not sure why they didn't include any.

If anyone really wants to change characters, there is a good opportunity at the end of the first module. Your old characters can leave and new ones can join. But you'll need to come up with a reason why they would be coming to Kelmarane and joining this group. APG characters would be allowed. Though I may nerf the Witch slumber hex. While I'd rather keep with the original characters for storyline purposes, I don't want anyone playing a character they are not interested in.

I thank you for your input and welcome any additional input from the remaining PCs. I'll try and apply such advice in the remaining 5/6th of the campaign.


CG male half-elf inquisitor of Sarenrae 8
Sardaukar wrote:
Not to try and spoil anything or burst your bubble, but none of the exotic weapons listed in the LoF player's guide will be found as magical upgrades in the AP. I've read the whole AP in detail and you won't find it. But around 7th level you will have opportunities to purchase upgrades. Not sure why they didn't include any.

Yeesh, and I though Daumari was hurting now; I don't even have masterwork hammers, and I'm certainly going to start feeling that before level 7. Perhaps it would be best to retire him at module's end. Even if I can successfully redefine the character in a manner that I can enjoy playing, he's not really going to be able to contribute to the group without proper equipment for his level.

Looking back, Zoomackulas had assured me when I created this character that if I invested feats and such into a specific weapon, he would modify things as needed to ensure I would be properly geared. I certainly can't hold you to promises made by another GM, though, nor do I know how extensive such modifications would be. In any case, provided Daumari survives the fight with the big bad I'll probably have to look into something new; the concept is still valid, but the character's mechanics were built under conditions that are no longer valid.


Daumari wrote:
Zoomackulas had assured me when I created this character that if I invested feats and such into a specific weapon, he would modify things as needed to ensure I would be properly geared. I certainly can't hold you to promises made by another GM, though, nor do I know how extensive such modifications would be.

I'd could simply locate a few magical weapons within the game that your group wouldn't really use and replace it with the exotic weapon equivalents. This AP seems to have a lot of magical items in it.


CG male half-elf inquisitor of Sarenrae 8
Sardaukar wrote:
I'd could simply locate a few magical weapons within the game that your group wouldn't really use and replace it with the exotic weapon equivalents. This AP seems to have a lot of magical items in it.

Ultimately, that would fall to you to decide; I know not all GMs like doing such things with a published module. For that matter, I'm not sure if I would be willing to do so in this situation. Everyone has a unique style, and only you can determine what you are comfortable with. From a player perspective, you've given me the tools to handle things either way.

Scarab Sages

Actually, I would just like to say that there would certainly be nothing stopping us from happily buying Daumari better equipment. We have quite a bit of gold and loot we didn't have a chance to do anything with.

Let me start off by saying that I have taken no offense but wish to give a little context. I have played, run, and written adventures over many years and certainly would not play a simplistic lawful stupid character (I too despise them being played this way). The lack of wisdom on Bahir's part has little to do with his paladinhood and more to do with...well.....low wisdom. Something he unconsciously realizes and thus defers to the clerics of the order for such guidance. Bahir, I hope, will not simply be a caricature of a paladin and more a person with wants, needs, and drives of his own. The harpy situation, I believe, was mistakenly read as him being softhearted on the snake. Many in the party are giving the paladin pause to rethink his views and learn the fine art of cooperation and compromise. However, he is a strong personality and respects that trait in others even if he doesn't completely agree or get along with them. I hope I am playing him to somewhat reflect his charisma and diplomatic skills as that is a major part of his persona.


CG male half-elf inquisitor of Sarenrae 8
Bahir al-Asim Abdul Shihab wrote:
Actually, I would just like to say that there would certainly be nothing stopping us from happily buying Daumari better equipment. We have quite a bit of gold and loot we didn't have a chance to do anything with.

That all depends, of course, if we can even find such equipment available for purchase.

Bahir al-Asim Abdul Shihab wrote:
Let me start off by saying that I have taken no offense but wish to give a little context. I have played, run, and written adventures over many years and certainly would not play a simplistic lawful stupid character (I too despise them being played this way). The lack of wisdom on Bahir's part has little to do with his paladinhood and more to do with...well.....low wisdom. Something he unconsciously realizes and thus defers to the clerics of the order for such guidance. Bahir, I hope, will not simply be a caricature of a paladin and more a person with wants, needs, and drives of his own. The harpy situation, I believe, was mistakenly read as him being softhearted on the snake. Many in the party are giving the paladin pause to rethink his views and learn the fine art of cooperation and compromise. However, he is a strong personality and respects that trait in others even if he doesn't completely agree or get along with them. I hope I am playing him to somewhat reflect his charisma and diplomatic skills as that is a major part of his persona.

No offense was intended; I'd come to the conclusion that Bahir's perspective was an intentional design decision some time ago, that his low Wisdom, combined with an average Intelligence, was likely the reason for the character's naivety.

I meant what I said; you've portrayed the character concept masterfully, and it is a good concept. It's just one that I, as a player, have to struggle to properly work along side. This is partly due to recent live games I've participated in, where another player in the group is new to the game, young, and refuses to play anything but paladins. All of which are painfully lawful stupid in the worse possible ways. I'm hoping to help him come to understand the mechanics a bit better as we go along, and in so doing help him discover the variety of ways in which the class can be portrayed. But it is a slow process. >.<

Scarab Sages

One challenge I have run across is that I wish to make him charismatic and well-spoken while still retaining his average to below-average intelligence and wisdom.

I chuckle only because I completely understand your pain ;) Goodluck with that endeavor. Thank you for the compliment. I am enjoying playing with you all and am looking forward to see what you do with Daumari or even a completely new character.


Well after a rocky start Pae seems to have settled into a proper niche..His player however still thinks he is badly designed..you have a rogue with average perceptive abilities at best which is not good when it comes to spotting the traps he is supposed to be there to deal with..and the dragon whip while nice flavour is a feat tax I could do without

I have a feeling if he survives this chapter of the AP then I will be replacing him with another halfling rogue more suitably designed for the job.


CG male half-elf inquisitor of Sarenrae 8

Sardaukar, if you would prefer I could try to rebuild Daumari rather than write him off. I could keep the basis of his personality and outlook, but add a few layers to his onion. I could attempt to round him out a bit, and give him additional goals beside his quest to pound the gnoll race into extinction. Similarly, I can keep certain mechanics that define the character's abilities, such as his usage of meteor hammers and worship of Sarenrae, but alter things to make these mechanics more viable; perhaps it would be a good idea to start from the ground up and recreate him as a martially-minded caster. Maybe build him as an oracle of battle, a bard, or something else rather than ranger. This would allow him to craft his own magical exotic weapons, provided the AP includes the downtime required to do so; in such a situation I think my focus would have to be on fortress-style fighting. One head would be enchanted for strict combat, while the other would bear the defending special ability, essentially turning it into a magical small shield. Perhaps it would be beneficial to put defending on both ends, and vary the other enchantments present on the weapon, thereby allowing me to switch which head I use for attacking as the situation dictates; optimizing the weapon in this manner will be a challenge, as I would have to rely on weapon enchantments rather than shield enchantments, but should be workable all the same.

Now that I think about it, his faith and hatred of beastmen would actually lend themselves well to developing the character as an inquisitor; inquisitors mirror a lot of the abilities that rangers favor, particularly those that Daumari has made use of thus far in the game. His favored enemy bonus would essentially be replaced by an inquisitor's Judgment and Bane abilities, and he'd end up more of a tactical fighter rather than specializing in a single combat style, which in turn is more likely to allow me to define his role in combat on the fly more effectively.

So, what do you think?


There seems to be desire from multiple players to rework their characters. Coming up very soon in the AP is some downtime for the PCs. This would be the ideal time to rework your characters. Pae's Rogue, Daumari's Ranger to Inquisitor, Mah'ysa's Cleric/Bard to Oracle, etc. Three people assumed other people's characters. The game is meant to be enjoyable by all, so this will be your opportunity to rework your character. You will still be 4th level during this downtime.

If adjusting your ability scores, treat it as a point buy with your existing scores (minus your fourth level bump and any bonuses obtained in game) and 0 points left to spend. Sell your scores down to get points to spend elsewhere. Replace your starting gear as you see fit within the starting gold for that class. Keep the items obtained in game. There will also be limited shopping available during your downtime. More information on that to follow when the game gets to that point.


CG male half-elf inquisitor of Sarenrae 8

Should I plan to take Craft Magic Arms and Armor at 5th level, or will I have other options for locating magical meteor hammers?

If there's not enough downtime in this AP, I shouldn't bother taking this item creation feat. The same holds true if we will have the opportunity to regularly commission magical items that someone else will enchant for us.

If you decide to make such weapons available as treasure or purchasable goods, it might still be best for me to take the feat; I imagine half of any magical meteor hammers would be designed to support fortress-style, with at least one head bearing the defending property, but that means the other half would be designed to support meteor storm-style.

EDIT The thought just occurred to me that if the downtime is long enough, I would think Daumari would be able to make a brief trip to Katapesh, and find a weapon that suits his needs there. It's definitely big enough, and as he'd be willing to even peruse goods at the Nightstalls, he would likely be able to locate anything that would fulfill his needs.


Male Human (Keleshite) Sorc (Efreeti) 14 l AC 20(ff15/t17) l F9 l R10 l W12 l HP(117) 117 I Percep +0 l Stealth +3 l

I took craft wonderous item last level so in the down time i can create some magic items. just need the money.


Daumari wrote:
The thought just occurred to me that if the downtime is long enough, I would think Daumari would be able to make a brief trip to Katapesh, and find a weapon that suits his needs there.

Coming up very shortly, there will be a long period of downtime where you will need to determine what your character will be doing. One of the options would be to travel to Katapesh to do some shopping. And if you are persistent enough in your searching of the markets there and with adequate time, you can pretty much find anything you are looking for. And there will be plenty of time.


CG male half-elf inquisitor of Sarenrae 8
Sardaukar wrote:
Coming up very shortly, there will be a long period of downtime where you will need to determine what your character will be doing. One of the options would be to travel to Katapesh to do some shopping. And if you are persistent enough in your searching of the markets there and with adequate time, you can pretty much find anything you are looking for. And there will be plenty of time.

I'm glad to hear it. I want to keep using the meteor hammer, and would pay a feat tax in order to maintain the best equipment for the job, but to be honest I would rather be able to use those feat selections for something else. Maybe pick up the feint line of feats.


Current form: Huge Air Elemental Male Human (Desert) Druid 14 HP 152/152 | AC 22 , T 13, FF 20 | F: +13, R: +8, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
Resources:
Heat Shimmer 9/10 | Wild Shape 6/7
Sardaukar wrote:
Coming up very shortly, there will be a long period of downtime where you will need to determine what your character will be doing. One of the options would be to travel to Katapesh to do some shopping. And if you are persistent enough in your searching of the markets there and with adequate time, you can pretty much find anything you are looking for. And there will be plenty of time.

I am enjoying playing Hazreem as he is right now, so I won't rework him in any major ways. As for what his plans are, he would want to stay in Kelmarane as the spritual/wilderness advisor. Keep in mind, he would not retire, as he has formed a kinship with Mah'ysa and bahir, so should they require his services, he would be more than willing to assist them.


CG male half-elf inquisitor of Sarenrae 8

Quick question: do you have access to Seeker of Secrets? I'm considering the viability of Daumari taking a brief dip into the Student of War prestige class. It seems to compliment an inquisitor's class abilities rather well.


I don't have Seeker of Secrets. Having small children kills any opportunities to play in the Pathfinder Society. Last time I played in organized play was Living Greyhawk when it was still v3.0.

But, I did find this:
http://www.d20pfsrd.com/extras/collaborators/work-area/new-classes/student- of-war

I wouldn't have a problem with it.


CG male half-elf inquisitor of Sarenrae 8

Now presenting, Daumari version 2.0! I hope to have his a more fleshed out background ready for you by Monday. I've designed him to be more mobile in combat, dancing into and out of an opponent's reach as needed. The character also boasts an increased AC, and should be able to hold his own in a fight despite his decreased hit points. I can even cast silence; no more daemonic wing-based miss chances for us. :P

What are your thoughts? If you approve, I'll use these stats starting with the next module. Finally, since you prefer we roll for hit points (no whammy, no whammy, no whammy ...):

1d8 ⇒ 7
1d8 ⇒ 6
1d8 ⇒ 5

EDIT Woohoo! No whammy!

Daumari, Child of the Sundered Star:
Male half-elf inquisitor 4
CG medium humanoid (elf)
Favored Class inquisitor, fighter
Deity Sarenrae
Init +5; Senses low-light vision; Perception +11

---------------------------------------------------
DEFENSE
---------------------------------------------------
AC 22, touch 15, flat-footed 18 (+3 Dex, +6 armor, +1 shield, +1 dodge, +1 deflection)
hp 30 (4d8+4)
Fort +5, Ref +4, Will +6; +2 racial bonus vs. enchantment spells and effects
Immune sleep

---------------------------------------------------
OFFENSE
---------------------------------------------------
Speed 20 ft. (30 ft. base, medium armor)
Melee fortress-style meteor hammer +5 (1d8+2/x2)
Melee scimitar +5 (1d6+2/18-20x2)
Melee +1 heavy mace +6 (1d8+3/18-20x2)
Ranged longbow +5 (1d8/x3)
Special Attacks judgement 2/day
Spell-Like Abilities
5/day - touch of good
At Will - detect alignment
Inquisitor Spells Known (CL 4th; concentration +6)
2nd (2/day) - see invisibility, silence
1st (4/day) - cure light wounds, expeditious retreat, shield of faith, true strike
0 (at will) - create water, detect magic, disrupt undead, light, read magic, sift
Domain Good

---------------------------------------------------
STATISTICS
---------------------------------------------------
Str 14, Dex 16, Con 12, Int 14, Wis 15, Cha 8
Base Atk +3; CMB +5; CMD 18
Feats Dodge, Exotic Weapon Proficiency (meteor hammer), Mobility, Precise Strike
Traits Adopted, Threatening Defender, World Traveler [Knowledge (local)]
Skills Acrobatics +4, Bluff +6, Diplomacy +6, Intimidate +7, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (local) +7, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +11, Sense Motive +11, Spellcraft +9, Survival +9 (+2 to follow or identify tracks)
Languages Common, Osiriani, Elven, Gnoll
SQ elf blood, monster lore, stern gaze, cunning initiative, track, solo tactics
Carrying Capacity 58/116/175; Load 121.0 lb
Combat Gear potion of cure moderate wounds, vial of silversheen, ring of feather fall, ring of protection +1, wooden holy symbol of Sarenrae
Other Gear +1 heavy mace, meteor hammer, scimitar, longbow with 20 arrows, masterwork breastplate, traveler's outfit, backpack, bedroll, winter blanket, flint and steel, tent, 8 days trail rations, 3 torches, 4 waterskins, teak box bearing the symbol of Sarenrae, 510 gp

Level Choices:
Level 1 inquisitor; Favored Class Bonus +1 Skill Rank
  • Alternate Racial Trait: Ancestral Arms (APG 17)
  • Feats: Dodge, Exotic Weapon Proficiency (meteor hammer)
  • Traits: Adopted, Threatening Defender, World Traveler [Knowledge (local)]
  • Skills: Acrobatics 1 rank, Bluff 1 rank, Diplomacy 1 rank, Knowledge (local) 1 rank, Knowledge (religion) 1 rank, Perception 1 rank, Sense Motive 1 rank, Spellcraft 1 rank, Survival 1 rank
  • Domain: Good
  • Spells: expeditious retreat, shield of faith, create water, detect magic, disrupt undead, light

    Level 2 inquisitor; Favored Class Bonus +1 Skill Rank

  • Skills: Acrobatics 1 rank, Bluff 1 rank, Diplomacy 1 rank, Knowledge (nature) 1 rank, Knowledge (planes) 1 rank, Perception 1 rank, Sense Motive 1 rank, Spellcraft 1 Rank, Survival 1 rank
  • Spells: cure light wounds, sift

    Level 3 inquisitor; Favored Class Bonus +1 Skill Rank

  • Feats: Mobility, Precise Strike
  • Skills: Acrobatics 1 rank, Bluff 1 rank, Diplomacy 1 rank, Knowledge (arcana) 1 rank, Knowledge (dungeoneering) 1 rank, Perception 1 rank, Sense Motive 1 rank, Spellcraft 1 Rank, Survival 1 rank
  • Spells: true strike, read magic

    Level 4 inquisitor; Favored Class Bonus +1 Skill Rank

  • Stat Point: Wisdom
  • Skills: Acrobatics 1 rank, Bluff 1 rank, Diplomacy 1 rank, Intimidate 2 ranks, Perception 1 rank, Sense Motive 1 rank, Spellcraft 1 Rank, Survival 1 rank
  • Spells: see invisibility, silence
  • Skill Modifiers:
    Acrobatics +4 (4 Rank, +3 Dex, -3 ACP)
    Bluff +6 (4 Rank, -1 Cha, +3 Trained)
    Diplomacy +6 (4 Rank, -1 Cha, +3 Trained)
    Intimidate +7 (2 Rank, +3 Trained, -1 Cha, +2 Morale)
    Knowledge (arcana) +6 (1 Rank, +3 Trained, +2 Int)
    Knowledge (dungeoneering) +6 (1 Rank, +3 Trained, +2 Int)
    Knowledge (local) +7 (1 Rank, +3 Trained, +2 Int, +1 Trait)
    Knowledge (nature) +6 (1 Rank, +3 Trained, +2 Int)
    Knowledge (planes) +6 (1 Rank, +3 Trained, +2 Int)
    Knowledge (religion) +6 (1 Rank, +3 Trained, +2 Int)
    Perception +11 (4 Rank, +2 Wis, +3 Trained, +2 Racial)
    Sense Motive +11 (4 Rank, +2 Wis, +3 Trained, +2 morale)
    Spellcraft +9 (4 Rank, +2 Int, +3 Trained)
    Survival +9 (4 Rank, +2 Wis, +3 Trained)

    Scarab Sages

    Male Halfling Rogue 11

    You know..I think I'll just stick with Pae as he is..there are a couple of rogue talents in the APG that will make up for his low Wisdom with regards to perception.

    I have to say however that we seem to be well behind the treasure/level curve at the moment.


    CG male half-elf inquisitor of Sarenrae 8
    Paellat Silvertounge Redux wrote:
    I have to say however that we seem to be well behind the treasure/level curve at the moment.

    I noticed that as well.


    Male Human (Keleshite) Sorc (Efreeti) 14 l AC 20(ff15/t17) l F9 l R10 l W12 l HP(117) 117 I Percep +0 l Stealth +3 l

    I agree.
    below are some magic items that i can craft:

    Spoiler:
    bracers of armor +1
    cloak of resistance +1
    broach of shielding
    hand of the mage
    hat of disguise
    other items have a risk of failure for my crafting checks

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