Lost Lands Campaign (Inactive)

Game Master brvheart

This will be a sandbox campaign in the Frog God Games Lost Land Setting.


551 to 600 of 1,339 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>

hey brv, I hate giving up the +2 rapier, what would be your position on retraining feats?


+2 rapier totally better than weapon focus anyway.


Male Human Rogue6/Clr1 Current Map

Retraining is a function of time and money. Per RAW:

retraining

You may change one feat to another through retraining. Retraining a feat takes 5 days with a character who has the feat you want. The old feat can't be one you used as a prerequisite for a feat, class feature, archetype, prestige class, or other ability. If the old feat is a bonus feat granted by a class feature, you must replace it with a feat that you could choose using that class feature.

Retraining takes all your attention for 8 hours per day for a number of days based on what you're retraining. You can't perform any other strenuous activities while retraining, such as marching, adventuring, or crafting magic items. You can retrain only one thing at a time; you must complete or abandon a particular training goal before starting another one. Abandoning unfinished training means you lose all progress toward that training's goal and all costs associated with that training.

Unless stated otherwise, retraining costs gp equal to 10 × your level × the number of days required to retrain. This is normally paid in full at the start of the retraining period, but the GM might allow you to divide these payments over multiple days. At the GM's discretion, this training cost could be up to 50% higher or lower, depending on situational factors within the settlement—availability of trainers, local economy, cost of materials, and so on.

I am not going to allow this willy nilly, but if A character wishes to retrain A feat, I don't have an issue with it.


Thanks for the info. Once we get out of the sewers may ask about feats available in the future then will decide, about any retraining, for now I would like to hold onto the +2 rapier until we get more magic weapons at least, don't want to be caught needing magic weapons and not having any... had a bad experience caused by a lack of adamantine weapons...


M Dwarf Cleric (Warpriest) of Torag 3/Medic | LG | HP: 43/43 |AC 20 | speed: 15 | F+10,R+6,W+11 | Resistances: Poison 1 | Perc +9 |Darkvision 60’

I had the same experience in a PFS game, Naomi, leading to a TPK. I'm a fan of always keeping the best weapon we have!


Male Half-Elf Rogue (inactive)

@ Naomi: you should be proficient with the rapier anyway, right? With your arcane strike bonus feat and benefiting from your own bardic performances, that should make you quite handy with a +2 rapier!

You probably won't be in the front line too often. Even so, when needed, you should still be able to make your presence known with that weapon.


yeah she is proficient, but had taken exotic weapon and weapons focus for the dueling sword, not sure if she would alter the weapons focus to rapier having found this weapon, not in a rush to decide, but one of us should use the rapier till we sell it or some one focus' on it.


Male Dwarf
Crunch:
HP53/57, In+1 Perc +9 F+6 R+5 W+3 AC19 FF18 T11 Darkvision, 20 ft
Ranger 6

To take up exotic weapons as a bard is always tricky and especially in a campaign like that. It is for sure a good option to retrain.
Ulfgard would do the same.
On a totally diffrent matter, how close are we to level?


M Dwarf Cleric (Warpriest) of Torag 3/Medic | LG | HP: 43/43 |AC 20 | speed: 15 | F+10,R+6,W+11 | Resistances: Poison 1 | Perc +9 |Darkvision 60’

We just leveled with the 535 xp each. I say we open the drawer and get out of here and level up, then come back and check the trapped door.


Male Dwarf
Crunch:
HP53/57, In+1 Perc +9 F+6 R+5 W+3 AC19 FF18 T11 Darkvision, 20 ft
Ranger 6

I wait for the GM´s go to Level to sweet bejesus level 4.
Animal compagnion here I come.


Male Human Rogue6/Clr1 Current Map

Level up guys!


M Dwarf Cleric (Warpriest) of Torag 3/Medic | LG | HP: 43/43 |AC 20 | speed: 15 | F+10,R+6,W+11 | Resistances: Poison 1 | Perc +9 |Darkvision 60’

Hit points: 1d10 ⇒ 5 + 4 Con + 1 FC

+1 Str.
+1 BAB
+1 Fort and Will
NA and DR rise to 2 at this level (half of paladin's level)
Channel Energy (Earth) bonus feat gained.
Defensive Stance (14 rounds a day is granted).

Defensive Stance looks awesome, if you all funnel them towards me (since I can't move wile it is activated), I can gain almost a rage like ability boosting stats, etc. Should be groovy!


Male Human Rogue6/Clr1 Current Map

We are looking for a cleric in our 1st level Reign of Winter game if someone is interested. Lost ours due to RL.


Male Dwarf
Crunch:
HP53/57, In+1 Perc +9 F+6 R+5 W+3 AC19 FF18 T11 Darkvision, 20 ft
Ranger 6

I would love to!
Any special wishes?


Male Dwarf
Crunch:
HP53/57, In+1 Perc +9 F+6 R+5 W+3 AC19 FF18 T11 Darkvision, 20 ft
Ranger 6

Level 4: Ranger 4
+1 Str
+1 BAB
+1 Fort/Ref
+1 Climb/+1 KnowDun/+1KnowNat/+1 Perc/+1 Surv/+1 Swim
Animal Companion:
Wolfhound(Wolf)


M Dwarf Cleric (Warpriest) of Torag 3/Medic | LG | HP: 43/43 |AC 20 | speed: 15 | F+10,R+6,W+11 | Resistances: Poison 1 | Perc +9 |Darkvision 60’

Oh, I forgot my two skills:

Sense Motive and Know. Religion


Ulfgard Strongarm wrote:

I would love to!

Any special wishes?

we have a human thief, a human Magus, a elf magic user and a half-elf barbarian; so we need a decent healer, that's about it. Campaign info


Male Dwarf
Crunch:
HP53/57, In+1 Perc +9 F+6 R+5 W+3 AC19 FF18 T11 Darkvision, 20 ft
Ranger 6

Do you play with traits... and wich are legal?


If I remember right he permitted 2 traits, any traits or feats from the books listed on the Campaign info page, he did not require an AP trait.


Male Human Rogue6/Clr1 Current Map

Yes, Robert plays our rogue. I do use traits from APG and from the setting, but the link is correct on sources. Pretty much the same as here, but more Golarian stuff as it is set in Golarian partly and partly in the Northlands of the Lost Lands so either pantheons are ok.


Male Half-Elf Rogue (inactive)

How much cash do we each get? I wasn't keeping track of that sort of thing at all for this party :P

I'm going to work on levelling up to level 4, though.


Male Dwarf
Crunch:
HP53/57, In+1 Perc +9 F+6 R+5 W+3 AC19 FF18 T11 Darkvision, 20 ft
Ranger 6

Another question, what options do you offer for rangers animal companions?


hit points: 1d8 ⇒ 8 + 1 con, + 1 class

at fourth level: + 1 to strength
also:
+ 1 Bab
+1 ref
+1 will
+ 7 skills (+2 bluff, + 1 diplomacy, + 1 performance: string, + 1 performance: sing, + 2 spell craft)
+ 2 to bard song and learned 2 second level spells


Male Human Oracle (Dual-Cursed) 4 / Cleric (Devoted Pilgrim) 1; HP 32/32, Init +0, Perception +12, AC 18/FF 18/T 10; Fort +3, Ref +1, Will +9; CMB +3, CMD 13; Luck 6/6, Channel 8/8, Doorsight 6/6

HP: 1d8 ⇒ 5


Stuff:
Magus 4 [29/29 HP] [7/7 Arcane Pool] [AC:17 T:13 FF:15] [Perc +4] [F+4/R+3/W+4] [CMB +6] [CMD 18] [INIT +4]
Skills:
Climb +6, Craft (sculpture) +10, Fly +6, Intimidate +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Perception +4, Ride +4, Spellcraft +11, Swim +6, Use Magic Device +7

HP: 1d8 ⇒ 8

+1/4 to Arcane Pool(total of +1 now)
+1 BAB, +1 Fort, +1 Will, Spell Recall
Frigid Touch(2nd) and Mirror Image(2nd) added to spell book
Skills(7): Fly(1), Intimidate(2), Knowledge Arcana(1), Perception(1), Spellcraft(1), Use Magic Device(1)


Male Half-Elf Rogue (inactive)

Level 4 Changes for Turvijagal:

Rogue Talent; Fast Stealth (full speed stealth)

Ability Score, +1 to strength

Skill Point Additions:
Acrobatics, 1
Climb, 1
Disable Device, 1
Escape Artist, 1
Linguistics, 1
Linguistics, 1
Sense motive, 2
Stealth, 1


Stuff:
Magus 4 [29/29 HP] [7/7 Arcane Pool] [AC:17 T:13 FF:15] [Perc +4] [F+4/R+3/W+4] [CMB +6] [CMD 18] [INIT +4]
Skills:
Climb +6, Craft (sculpture) +10, Fly +6, Intimidate +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Perception +4, Ride +4, Spellcraft +11, Swim +6, Use Magic Device +7

Whew forgot the stat bonus! +1 Intelligence for me.


Male Half-elf Protean Sorcerer 4 | HP: 21/21 | AC: 13 (17) Tch: 13 FF: 10 | CMD: 14 | Fort:: +2 Ref: +4 Will +6 | Init: +5 | Perception: +5

Level 4 Sorcerer changes for Galerio

Hit Points: 1d6 + 1 ⇒ (2) + 1 = 3

Favored Class Option: +1 Spell Known, level one

Chosen Spells: Blindness/Deafness, Ray of Sickening

Ability Score: +1

Skill Points:

Know Arcana: +1
Know Planes: +1
Spellcraft: +1
Use Magic Device: +1


Ok the first three list are what we kept:

magic gear:

Scepter of Faiths (adamantine masterwork heavy mace): Hagrym
Mitheral chain mail: Ulfgar
cloak is elvnkind: Turv.
ring of swimming. Turv.?
ring of protection +1 : Jarvis
+ 1 kukri: Turv.
+1 spear: Cyrus
Amulet of Arden’s Radiance: Hagrym or Cyrus?

potions & scrolls:

potion: resist elements (fire)
potion: resist elements (fire)
potion: resist elements (fire)
potion: cure light wounds
potion:animate a rope."
potion: virtue
potion of cure moderate wounds
potion of protection from evil.
two vials of antitoxin.
divine scroll (DR8: control water)

gear:

A small floating glass sphere with continual flame
50 ft. rope
10-foot pole @ 3
fishin equipment
rations, 28 days
wood axe
bed roll
crowbar
flint & steel
bull's-eye latern
miners pick
shovel
whetsone

These are the items we found, the date in game play that we found them, in between theses days we killed a lot of undead and more than a few were rats. We checked a few of the were rats nothing but there were several undead no one checked. Don't know if we should have or not. there are several items we do not know the nature of: An arrow, an amulet and three vials. Anyway, I will figure the values on the mundane items there's not a lot of them I think we should keep the +2 bow and +2 rapier until we get more magic weapons. Does anyone want to keep the +1 meat cleaver? Who is going to use the wand? Almost forgot who is using the +1 scimitar? I know Turv and Jarvis rock-paper-scissors'ed for it, who won?

7/1/15 a horrendous creature in the gruel
a Bag of 350 gp.
an arrow - cast identify
an amulet - cast identify

7/17/15 vampire spawn Chuglirk:
+ 2 longbow
potion of lesser restoration
potion of cure disease
vial
vial
ruby: 250 gp.

1/28/15 "The Butcher" Gear:
+1 great cleaver
great carving knife (as mwk shortsword)
potion of cure moderate wounds (CL 5)
potion enlarge person
potion barkskin +3 (CL 5)

8/11/17 An ancient iron chest sits in the cavern, covered in a thin layer of coral.
450 gp
+ 1 scimitar
a wand of gust of wind (36 charges, CL 8)
a leather cloak made from the tanned skin of a shark

9/30/15 Conorii: the were rat king, desk, trapdoor
+ 2 rapier
300 gp
an Alantyr family signet ring
potion of cure serious wounds
potion invisibility
vial


Hey brv, what is the Alantyr family signet ring worth? Was there any information in the wererats journal about it?


Male Human Rogue6/Clr1 Current Map

You might want to do a knowledge local on that one.


Male Half-Elf Rogue (inactive)

I've noted the Ring of Swimming and Cloak of Elvenkind for Turvijagal. The cloak should be handy. That would boost my stealth to "only" +19. :o


M Dwarf Cleric (Warpriest) of Torag 3/Medic | LG | HP: 43/43 |AC 20 | speed: 15 | F+10,R+6,W+11 | Resistances: Poison 1 | Perc +9 |Darkvision 60’

The enlarge and Barkskin potions would be good for Havgrym.


Male Dwarf
Crunch:
HP53/57, In+1 Perc +9 F+6 R+5 W+3 AC19 FF18 T11 Darkvision, 20 ft
Ranger 6

Did anyone claim the scimitar? Ulfgard would like one magic weapon too


Male Half-elf Protean Sorcerer 4 | HP: 21/21 | AC: 13 (17) Tch: 13 FF: 10 | CMD: 14 | Fort:: +2 Ref: +4 Will +6 | Init: +5 | Perception: +5

Galerio would like one of the potions of resist energy (fire). When able, he should probably pick up a wand and/or some scrolls.


@ Urlfgar: both Turv and Jarvis have weapons focus in scimitar, but the +1 meat cleaver is available...if you want the +2 rapier you can use it.

@ Galerio can you use the wand of gust of wind?

hey brv can Naomi use gather information to learn about the ring?


1,150 gp. + 250 gp. (ruby) + 155 gp. (for MW short sword) = 1,555/8= 194.38 gp each.

that's before we pay for the amulet and arrow identified. Are we still keeping all the potions? And do we want to wait to sell the magic items still? I would prefer waiting to get rid of anything till me make sure we don't need them in the sewers, sell what we don't want when we head out of town, once we have made some friends.

brvhrt said the church may sell us potions, do we want to go there an purchase items before we go back into the sewers or do we want to return to the were rat den.

What are we going to do or say to the ex-prisoners?

come on Ulfgard, you know you want to use the +1 meatcleaver...


M Dwarf Cleric (Warpriest) of Torag 3/Medic | LG | HP: 43/43 |AC 20 | speed: 15 | F+10,R+6,W+11 | Resistances: Poison 1 | Perc +9 |Darkvision 60’

I say we keep the magic until we find better magic. Then we sell. Magic weapons are just so darned handy!

I say we take the prisoners to the temple, and they can deal with getting them lined out and back to normal.

I'm going to write down 194.38 for Hagrym unless I hear otherwise.


that's a good idea, take them to the temple, also the temple can identify the items for us. If anyone wants to do some mundane shopping we can and then head to the temple


Male Dwarf
Crunch:
HP53/57, In+1 Perc +9 F+6 R+5 W+3 AC19 FF18 T11 Darkvision, 20 ft
Ranger 6

Couldn´t log on the whole night, always paizo side down. I seek a onehanded weapon.


Male Half-Elf Rogue (inactive)

Oh, damn!

I forgot about the +1 scimitar! Jarvis has that, if I remember correctly.

Turvijagal would be happy with that. Since he's got the Dervish Dance feat and all that.

During the meanwhilst … I'll mark down 194.38 cash money for Turvijagal too.

Grand Lodge

Male Human Fighter/1

I had that problem yesterday and computer problems too:(

-Posted with Wayfinder


Ulfgard do you want the +2 rapier? Naomi can always use arcane strike, then when we find something a little more to your liking someone else can use the rapier.

its just if we come up to some thing that needs magic to hit we should have something, it's a shame to waste the +1 meat cleaver.

and Galerio we need to get you some arrows for the bow, Right?

Also shall we split up the potions and start using them?

Edit Hagrym the mace isn't magical yet, do you want the + 1 cleaver, it works like a battle axe, you could redeem the weapon by using it for good... actually I just want to see a chunky dwarf swinging a meat cleaver... it makes me giggle...


Male Dwarf
Crunch:
HP53/57, In+1 Perc +9 F+6 R+5 W+3 AC19 FF18 T11 Darkvision, 20 ft
Ranger 6

What kind of weapon is the might cleaver?
In any case ulfgard is more the brute force massiv trauma kind of guy and would not use a toothpick. Anyway we can try to trade the cleaver in at a weapons shop with some extra money for a decent weapon.


the meat cleaver was a great axe, we can try to trade but it's going to be worth half of its original cost (1,320) so about 660 gp. so unless brvhrt is feel exceptionally gracious were out another 700 gp or so for another weapon, of course we have the mitheral chainmail we can trade also...

Grand Lodge

Male Human Fighter/1

I think you are halving that cleaver twice. It cost 2300plus the cost of a great axe

-Posted with Wayfinder


Male Dwarf
Crunch:
HP53/57, In+1 Perc +9 F+6 R+5 W+3 AC19 FF18 T11 Darkvision, 20 ft
Ranger 6

Dare to touch my armor! It´s so beautiful I polish it every night before I go to sleep and it´s shiny.
Only bad thing is, that it is so flexible that you can´t even get a decent sweat. It still smells gloriously like mithral.. but I am missing old dwarf in the flavor!


Lol, Ulfgard!

Alexiav, you are right, sort of, I counted the cost to add to a +1 weapon at 1,000gp instead of 2,000gp so its resale value is 1,160 gp. sorry about that. Are we ready do invite the ex-prisoners with us to the "church" I thing we needed arrows for the + 2 bow, any thing else?

I will redo the list once we figure out the amulet and the arrow.


Male Half-elf Protean Sorcerer 4 | HP: 21/21 | AC: 13 (17) Tch: 13 FF: 10 | CMD: 14 | Fort:: +2 Ref: +4 Will +6 | Init: +5 | Perception: +5
Naomi Chadwick wrote:

and Galerio we need to get you some arrows for the bow, Right?

I could definitely benefit from some magic crossbow bolts. I'll also be happy to take possession of the wand of gust of wind.


Male Dwarf
Crunch:
HP53/57, In+1 Perc +9 F+6 R+5 W+3 AC19 FF18 T11 Darkvision, 20 ft
Ranger 6

Tbh an oil of magic weapon is better than magic x-bow bolts. you rarely do need magic weapons and if you, as a sorcerer have to resort to magic weapons the rest of the party is doing something wrong!

551 to 600 of 1,339 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Lost Lands Campaign Discussion All Messageboards

Want to post a reply? Sign in.