Lost Lands Campaign

Game Master brvheart

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


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

Ready


Male Human Rogue6/Clr1 Current Map

How do you want to handle the ongoing combat? Restart it or what?


Female Halfling Shaman (Life) 6 | AC 21, T 15, F 18, CMD 17 | F 8 R 8 W 9 | hp 40/46 | Init +3 | Perc +10 | 4/4 Channel energy 3d6, DC 17 | 6/6 Channel energy 2d6, DC 15 | 6/6 Touch of Acid | Effects:

What are the options? Are the new characters going to stumble into the fight and (presumably) pitch in? Are they assumed to have been there all along? Will they meet the survivors of the combat?

The GM may choose to defer to his or her players, but the GM has much of the task to make it work, so what's the GM's preference?


Male NG Dwarf Slayer 6 | HP 72 | AC 23 T 12 FF 21 | CMB +11, +13 trip, | CMD 23, +4 vs. bull rush, trip, while standing on the ground | F: +9, R: +8, W: +4; +5 vs. spells and spell-like abilities, +3 vs. poisons | Init: +2 | Perc: +10, SM: +5, darkvision 60ft. | Speed 20ft | Studied Target | Active conditions: None.

I am fine with barging in to the battle or joining the party afterward.


Male Human Rogue6/Clr1 Current Map

There is no meeting them afterwards as there are only two of them left to fight. That is why we were recruiting. I will wait for them to give some input here.


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

Keep it going. Just let us finish those two.


Male Human Rogue6/Clr1 Current Map

Roylenna, you still need to dot gameplay please.


Female Halfling Shaman (Life) 6 | AC 21, T 15, F 18, CMD 17 | F 8 R 8 W 9 | hp 40/46 | Init +3 | Perc +10 | 4/4 Channel energy 3d6, DC 17 | 6/6 Channel energy 2d6, DC 15 | 6/6 Touch of Acid | Effects:

I have now. Do the others not need to?


Male Halfling Sorcerer 6| AC 19 T 15 FF 12 | HP 37/37 | F +6 R +7 W +8; +2 vs. Fear| Init +3 | Perc +3

i'm fine with either, so we can finish it off, unless it finishes us.


Male Human Rogue6/Clr1 Current Map

Yes, Dalgram also needs to then both of you roll init there please.


Male NG Dwarf Slayer 6 | HP 72 | AC 23 T 12 FF 21 | CMB +11, +13 trip, | CMD 23, +4 vs. bull rush, trip, while standing on the ground | F: +9, R: +8, W: +4; +5 vs. spells and spell-like abilities, +3 vs. poisons | Init: +2 | Perc: +10, SM: +5, darkvision 60ft. | Speed 20ft | Studied Target | Active conditions: None.

I dotted in over a week ago. I will go roll initiative.

I just noticed the maps are on roll20. I can't typically view or edit those on mobile, where I do most of my posting. I may sometimes have to ask for someone to move my, or be delayed in posting until I can access a personal computer. I won't bring up roll20 at work.


Female Halfling Shaman (Life) 6 | AC 21, T 15, F 18, CMD 17 | F 8 R 8 W 9 | hp 40/46 | Init +3 | Perc +10 | 4/4 Channel energy 3d6, DC 17 | 6/6 Channel energy 2d6, DC 15 | 6/6 Touch of Acid | Effects:

Dotted, initiative rolled, and logged into Roll20


Stats:
Init +2; Senses darkvision 60 ft.; Perception +12 || Fort +2, Ref +2, Will +2 || Skills Disable Device +14, Perception +12, Sense Motive +4, Stealth +18
Status:
HP:10/10 || AC 15, touch 13, flat-footed 13 (+2 Dex, +1 size, +2 natural)

Hey guys and brvheart, thank you for taking me on board - I'm adding a few finishing touches to my character, but wanted to drop the first draft here to give you an idea - I am hoping he will be able to combine exploration/scouting/skills with a solid melee chassis.

Grenz and Snatcher:

Grenz
Half-orc bloodrager (urban bloodrager) 1/investigator (empiricist) 5 (Pathfinder Player Companion: Familiar Folio 16, Pathfinder Player Companion: Heroes of the Street 24, Pathfinder RPG Advanced Class Guide 15, 30, 100)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 46 (6 HD; 5d8+1d10+11)
Fort +9, Ref +9, Will +8 (+2 save vs. illusion and disbelievable effects)
Defensive Abilities sacred tattoo[APG], trap sense +1; Resist unfailing logic
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 bardiche +7 (1d10+13/19-20) or
. . mwk cold iron morningstar +7 (1d8+8)
Ranged composite longbow +6 (1d8+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 bardiche)
Special Attacks bloodrage (11 rounds/day), studied combat (+2, 3 rounds), studied strike +1d6
Investigator (Empiricist) Extracts Prepared (CL 5th; concentration +8)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 13, Int 16, Wis 12, Cha 8
Base Atk +4; CMB +6; CMD 20
Feats Alertness, Extra Investigator Talent[ACG], Extra Rage, Power Attack
Traits fate's favored, student of philosophy
Skills Acrobatics +10 (+14 to jump), Bluff -1 (+3 to lie (as a result of using Int instead of Cha)), Diplomacy -1 (+3 to gather information (You can use your Intelligence Modifier instead of Charisma), +3 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +15, Intimidate +1, Knowledge (local) +7, Knowledge (planes) +7, Linguistics +8, Perception +14, Sense Motive +5, Spellcraft +12, Stealth +15, Use Magic Device +12; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Giant, Orc
SQ alchemy (alchemy crafting +5), ceaseless observation, controlled bloodrage, fast movement, inspiration (5/day), investigator talents (infusion, mutagen[UM], quick study[ACG]), keen recollection, mutagen (+4/-2, +2 natural armor, 50 minutes), orc blood, spell catalyst, trapfinding +2
Combat Gear mutagen[APG], wand of detect magic (50 charges), wand of shield (50 charges); Other Gear +1 shadow mithral agile breastplate[APG], +1 bardiche[APG], composite longbow (+4 Str), mwk cold iron morningstar, cloak of resistance +1, daredevil boots[ARG], masterwork thieves' tools
--------------------
Special Abilities
--------------------
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bloodrage (11 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4)
Controlled Bloodrage Gain lesser bonus split as desired, but without normal drawbacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 50 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Study (Ex) Use studied combat as a swift action.
Sacred Tattoo +1 to all saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Catalyst (Su) Spells targeting familiar are treated as having a CL 2 levels higher.
Studied Combat (+2, 3 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects

And the mighty

Snatcher CR –
Rat (protector) (Pathfinder RPG Bestiary 132)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +10
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 23 (1d8)
Fort +3, Ref +6, Will +5
--------------------
Offense
--------------------
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +8 (1d3-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +4; CMB +4; CMD 10 (14 vs. trip)
Feats Bodyguard[APG], Combat Reflexes, Weapon Finesse
[b]Skills
Acrobatics +11 (+3 to jump), Climb +10, Disable Device +6, Linguistics +0, Perception +10, Spellcraft +4, Stealth +23, Swim +10, Use Magic Device +2; Racial Modifiers +4 Stealth
SQ empathic link, loyal bodyguard
--------------------
Special Abilities
--------------------
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Climb (15 feet) You have a Climb speed.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Empathic Link (Su) You have an empathic link with your master.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Swim (15 feet) You have a Swim speed.

Any ideas on where he can be introduced? You guys are currently in a fight, correct? But before that, where were you heading? What was the plan?

Also, are we using background skills?


Female Human Cleric of Freya 6

So are we retconning the new characters into the fight, or are we going to be introduced in-universe in some way?


Stats:
Init +2; Senses darkvision 60 ft.; Perception +12 || Fort +2, Ref +2, Will +2 || Skills Disable Device +14, Perception +12, Sense Motive +4, Stealth +18
Status:
HP:10/10 || AC 15, touch 13, flat-footed 13 (+2 Dex, +1 size, +2 natural)

Or maybe I should use the Bard as chassis - our group could probably make good use of Inspire Courage ;)


Male NG Dwarf Slayer 6 | HP 72 | AC 23 T 12 FF 21 | CMB +11, +13 trip, | CMD 23, +4 vs. bull rush, trip, while standing on the ground | F: +9, R: +8, W: +4; +5 vs. spells and spell-like abilities, +3 vs. poisons | Init: +2 | Perc: +10, SM: +5, darkvision 60ft. | Speed 20ft | Studied Target | Active conditions: None.

I am a big fan of Bards and would love to have one in the party. :)

--

Looks like this game has had some cadence problems in the past. Does everyone have Botting instructions in their profile so we can move for you if you are taking more than a day to answer the GM?


Female Human Cleric of Freya 6

Still trying to figure out whether Ariane and everyone else is being retconned in or not.


Male NG Dwarf Slayer 6 | HP 72 | AC 23 T 12 FF 21 | CMB +11, +13 trip, | CMD 23, +4 vs. bull rush, trip, while standing on the ground | F: +9, R: +8, W: +4; +5 vs. spells and spell-like abilities, +3 vs. poisons | Init: +2 | Perc: +10, SM: +5, darkvision 60ft. | Speed 20ft | Studied Target | Active conditions: None.

Most of us are on the map and the initiative block. If your name is on the initiative block then you are being retconned in.


Female Halfling Shaman (Life) 6 | AC 21, T 15, F 18, CMD 17 | F 8 R 8 W 9 | hp 40/46 | Init +3 | Perc +10 | 4/4 Channel energy 3d6, DC 17 | 6/6 Channel energy 2d6, DC 15 | 6/6 Touch of Acid | Effects:

No bottling instructions. Do what feels right - healing will often be high on her list.


Stats:
Init +2; Senses darkvision 60 ft.; Perception +12 || Fort +2, Ref +2, Will +2 || Skills Disable Device +14, Perception +12, Sense Motive +4, Stealth +18
Status:
HP:10/10 || AC 15, touch 13, flat-footed 13 (+2 Dex, +1 size, +2 natural)

Ok, after some soul searching, I have changed Grenz - he is now a bard. I think the group will benefit more from that, instead of an Investigator. Though, he won't we the witty, smart alec kind of bard - I imagine him differently, with a dark background, and descending from a wiped out tribe ;)

Grenz:

Grenz
Male half-orc bard 5/swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 56, 125)
CG Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 16 (+5 armor, +5 Dex, +1 natural)
hp 48 (6 HD; 5d8+1d10+12)
Fort +5, Ref +13, Will +6; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 rapier +9 (1d6+12/18-20) or
. . cold iron dagger +3 (1d4+7/19-20) or
. . silver light mace +3 (1d6+7)
Special Attacks bardic performance 14 rounds/day (countersong, distraction, fascinate [DC 14], inspire competence +2, inspire courage +2), deeds (derring-do, dodging panache, opportune parry and riposte), panache (4)
Bard Spells Known (CL 5th; concentration +7)
. . 2nd (3/day)—heroism, invisibility, mirror image
. . 1st (5/day)—cure light wounds, feather fall, liberating command[UC], saving finale[APG] (DC 13), vanish[APG] (DC 13)
. . 0 (at will)—daze (DC 12), detect magic, light, message, read magic
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 14, Int 14, Wis 10, Cha 14
Base Atk +4; CMB +3; CMD 20
Feats Arcane Strike, Fencing Grace, Power Attack, Weapon Focus (rapier)
Traits fate's favored, trap finder
Skills Acrobatics +14, Appraise +6, Bluff +6, Climb +5, Disable Device +16, Intimidate +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +10, Knowledge (nature) +8, Knowledge (nobility) +4, Knowledge (planes) +8, Knowledge (religion) +4, Linguistics +6, Perception +9, Perform (oratory) +11, Stealth +14, Swim +5, Use Magic Device +11; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Orc
SQ bardic knowledge +2, inspired panache, lore master 1/day, orc blood, versatile performance (oratory)
Combat Gear wand of shield (50 charges); Other Gear +1 mithral chain shirt, +1 rapier, cold iron dagger, silver light mace, amulet of natural armor +1, belt of incredible dexterity +2, four-leaf clover[OA], masterwork backpack[APG], masterwork thieves' tools
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 14 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Fencing Grace Get Dex to dmg with rapiers and +2 CMD vs disarm if you have panache.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Versatile Performance (Oratory) +11 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks

I wanted to dip Urban Bloodrager for some added Fort, a Bloodline Familiar, the obvious ability to add Dex when raging, and the direct access to some specific wands. But it is probably best for the group that I am able to offer the +2 bonus with Inspire Courage (instead of +1), so I will dip in the future when possible.

Am still giving him some finishing touches - I prefer STR based melee builds, but the group has already Dalgrym and Ulfgard, so I went with a Dex base. Makes him a little Rapier dependent (one thing I don't like about Dex based melee characters is that you almost always have to focus on a specific weapon... But oh well...) but I'm hoping it will be ok. He should be able to scout half decently, and deal with traps also decently (Perception is not superb, but will improve next level with the help from the Familiar ;)).

Melee wise, he should be highly mobile and hit moderately well (hopefully)...

Almost good to go if the character is approved - when could I join the action?


Female Halfling Shaman (Life) 6 | AC 21, T 15, F 18, CMD 17 | F 8 R 8 W 9 | hp 40/46 | Init +3 | Perc +10 | 4/4 Channel energy 3d6, DC 17 | 6/6 Channel energy 2d6, DC 15 | 6/6 Touch of Acid | Effects:

Albion: I suggest you go to the gameplay thread once Grenz is show-ready (if he’s not yet) and roll an initiative and make sure you can get into Roll20. That way, you’re ready to go when brvheart is ready for you.

Comment on Grenz, I don’t know if I would focus on hitting hard with Grenz so much as being mobile and helping the tanks hit more often. I think mobility for a character scooting around the battlefield and creating flanking opportunities for the tanks is not a bad choice. Plus I like the spring attack feat that would then become available. But I’m the one that signed up to heal, too, so my opinion might be off.

Speaking of which, as a dedicated healer, I’m glad we have other characters that can cover for me or patch me up when necessary, as Grenz’ spell selection shows.

Question for Roylenna’s build: Some of you mentioned using Life Link in other games - what’s the action necessary to create the link? Standard, I’m assuming, since I cannot find anything specifying otherwise?


Stats:
Init +2; Senses darkvision 60 ft.; Perception +12 || Fort +2, Ref +2, Will +2 || Skills Disable Device +14, Perception +12, Sense Motive +4, Stealth +18
Status:
HP:10/10 || AC 15, touch 13, flat-footed 13 (+2 Dex, +1 size, +2 natural)

Thanks for the feedback Roylenna - definitely Grenz is not built to hit hard, but instead to hit as hard as he is able :D

I will try to play him with a tactical mindset, though sometimes getting behind enemy lines can get... Messy...

On a side note, I have played much with Oradins so am familiar with lots of the stuff related to the Life mistery - Life Link is a standard action to create, and can be ended as an immediate action.

Link


Male NG Dwarf Slayer 6 | HP 72 | AC 23 T 12 FF 21 | CMB +11, +13 trip, | CMD 23, +4 vs. bull rush, trip, while standing on the ground | F: +9, R: +8, W: +4; +5 vs. spells and spell-like abilities, +3 vs. poisons | Init: +2 | Perc: +10, SM: +5, darkvision 60ft. | Speed 20ft | Studied Target | Active conditions: None.

You typically start life link before combat since it is up indefinitely. GM will probably let you retcon the 6 people you want to have it up for.


Female Halfling Shaman (Life) 6 | AC 21, T 15, F 18, CMD 17 | F 8 R 8 W 9 | hp 40/46 | Init +3 | Perc +10 | 4/4 Channel energy 3d6, DC 17 | 6/6 Channel energy 2d6, DC 15 | 6/6 Touch of Acid | Effects:

Thanks, team!

Whoa! I hadn’t given that much thought - six!? Is that everyone in the party? I mean, I could overcommit by linking everyone I can, but I think might try it.

Grenz, I’m more inclined with a mobile warrior (though mine are often more roguish, you might say) to forego power attack. Kind of like my mage’s best armor is a healthy fighter, often my mobile fighter’s best damage dealt is via a tank’s flanked attacks. However, I do like a mobile warrior that can get up in the enemy mage’s business to make it hard to cast while my front line keeps their front line busy. That all said, I think your build is fun and we have enough bodies in the party that you can’t really go wrong as long as you build something you want to play.

Thanks again for confirmation of the action necessary for life link.


Male NG Dwarf Slayer 6 | HP 72 | AC 23 T 12 FF 21 | CMB +11, +13 trip, | CMD 23, +4 vs. bull rush, trip, while standing on the ground | F: +9, R: +8, W: +4; +5 vs. spells and spell-like abilities, +3 vs. poisons | Init: +2 | Perc: +10, SM: +5, darkvision 60ft. | Speed 20ft | Studied Target | Active conditions: None.

You can life link one person per level and you are level 6. Usually not everyone in the party is taking damage; frequently some of the party is completely undamaged. You can end it as an *immediate* action. That's basically using your swift action when it's *not* your turn. So if the party takes a lot of damage and you would be knocked out you can end it before your turn starts.


Female Halfling Shaman (Life) 6 | AC 21, T 15, F 18, CMD 17 | F 8 R 8 W 9 | hp 40/46 | Init +3 | Perc +10 | 4/4 Channel energy 3d6, DC 17 | 6/6 Channel energy 2d6, DC 15 | 6/6 Touch of Acid | Effects:

Got it. Thanks, Dalgrym.


Male Human Rogue6/Clr1 Current Map
Albion, The Eye wrote:

Hey guys and brvheart, thank you for taking me on board - I'm adding a few finishing touches to my character, but wanted to drop the first draft here to give you an idea - I am hoping he will be able to combine exploration/scouting/skills with a solid melee chassis.

** spoiler omitted **...

No, I am not using background skills. When your character is completed we can drop him in.


Female Halfling Shaman (Life) 6 | AC 21, T 15, F 18, CMD 17 | F 8 R 8 W 9 | hp 40/46 | Init +3 | Perc +10 | 4/4 Channel energy 3d6, DC 17 | 6/6 Channel energy 2d6, DC 15 | 6/6 Touch of Acid | Effects:

brvheart: Just curious, as a spellcaster often sweating resources, are you retconning that Tobold's casting of grease here occurred? It would have been the first action in the round that never completed before the campaign went on hiatus, so I didn't know if that round "happened" or not with all of the retconning we are doing.

I am assuming that you are cool with Roylenna having established a life link with each of the other characters prior to combat, so that should be in place already. (Nobody has a companion or familiar that would make sense as a life link target, right?)


Male Human Rogue6/Clr1 Current Map

I am retconning that his grease happened in the round before.
Ulgard is a ranger so I would check with him. The others that had them are now gone.
What does this life link do? Uthaala was hit for 4.


Female Halfling Shaman (Life) 6 | AC 21, T 15, F 18, CMD 17 | F 8 R 8 W 9 | hp 40/46 | Init +3 | Perc +10 | 4/4 Channel energy 3d6, DC 17 | 6/6 Channel energy 2d6, DC 15 | 6/6 Touch of Acid | Effects:

If the linked creature is five or more hit points below max on my turn, they gain five hit points and I lose the same amount. If everyone got tagged in the same round, I could take thirty points of damage, but as has been pointed out, I can cancel any or all of my links as an immediate action to avoid that happening.

At this time, Uthaala won’t be healed by the life link.

EDIT: Until the new fellow appears in the combat, Ariane's Freki has my sixth and last life link. At that point, I will have to make some decisions.


I am ready.


Male Human Rogue6/Clr1 Current Map
Roylenna Flamefoot wrote:

If the linked creature is five or more hit points below max on my turn, they gain five hit points and I lose the same amount. If everyone got tagged in the same round, I could take thirty points of damage, but as has been pointed out, I can cancel any or all of my links as an immediate action to avoid that happening.

At this time, Uthaala won’t be healed by the life link.

EDIT: Until the new fellow appears in the combat, Ariane's Freki has my sixth and last life link. At that point, I will have to make some decisions.

Not a problem. As a half-orc barbarian she is not going to sweat being down 5 hp. She joined the party as an NPC and is serving them for two years in gratitude for saving her about a year ago.


Male NG Dwarf Slayer 6 | HP 72 | AC 23 T 12 FF 21 | CMB +11, +13 trip, | CMD 23, +4 vs. bull rush, trip, while standing on the ground | F: +9, R: +8, W: +4; +5 vs. spells and spell-like abilities, +3 vs. poisons | Init: +2 | Perc: +10, SM: +5, darkvision 60ft. | Speed 20ft | Studied Target | Active conditions: None.

What are Uthalaa and Ariena waiting for? y'all have been up for 5 days now.


Yeah, picking up the pace might be a good idea.


Male Human Rogue6/Clr1 Current Map

I will give it to end of day and then we will move on.


Female Halfling Shaman (Life) 6 | AC 21, T 15, F 18, CMD 17 | F 8 R 8 W 9 | hp 40/46 | Init +3 | Perc +10 | 4/4 Channel energy 3d6, DC 17 | 6/6 Channel energy 2d6, DC 15 | 6/6 Touch of Acid | Effects:

Ariane has botting instructions on her sheet. I would be willing to post for her if you wish.


Male Halfling Sorcerer 6| AC 19 T 15 FF 12 | HP 37/37 | F +6 R +7 W +8; +2 vs. Fear| Init +3 | Perc +3

HP: 1d6 ⇒ 5


Male NG Dwarf Slayer 6 | HP 72 | AC 23 T 12 FF 21 | CMB +11, +13 trip, | CMD 23, +4 vs. bull rush, trip, while standing on the ground | F: +9, R: +8, W: +4; +5 vs. spells and spell-like abilities, +3 vs. poisons | Init: +2 | Perc: +10, SM: +5, darkvision 60ft. | Speed 20ft | Studied Target | Active conditions: None.

I am on vacation this week. I will be keeping up with my games off and on via RSS, but please do not hold anything up waiting for me. There should be botting instructions in my profile. Do not hesitate to use them to move things forward.


Enjoy your vacation!


Have a good one Dalgrym ;)


Male NG Dwarf Slayer 6 | HP 72 | AC 23 T 12 FF 21 | CMB +11, +13 trip, | CMD 23, +4 vs. bull rush, trip, while standing on the ground | F: +9, R: +8, W: +4; +5 vs. spells and spell-like abilities, +3 vs. poisons | Init: +2 | Perc: +10, SM: +5, darkvision 60ft. | Speed 20ft | Studied Target | Active conditions: None.

Had a chat with the GM and it seems I overlooked the source for the Unbalancing Trick when I was putting Dalgrym together in HeroLab. It comes from a Paizo source the GM doesn't have in Pathbuilder, so we agreed that I could swap it for the Combat Trick talent and use that to gain the Combat Stamina feat instead. The net effect is that I now have a combat stamina pool (from Pathfinder Unchained) instead of Improved Trip. Dalgrym's tripping days are done. Combat Stamina is neat though. Dalgrym will take advantage of breaks between combat to do non taxing things and recover whatever stamina he spends.


Combat Stamina is VERY good - it allows for amazing versatility. I have pondered it for myself ;)


Male NG Dwarf Slayer 6 | HP 72 | AC 23 T 12 FF 21 | CMB +11, +13 trip, | CMD 23, +4 vs. bull rush, trip, while standing on the ground | F: +9, R: +8, W: +4; +5 vs. spells and spell-like abilities, +3 vs. poisons | Init: +2 | Perc: +10, SM: +5, darkvision 60ft. | Speed 20ft | Studied Target | Active conditions: None.

Between packing tonight, traveling, and doing con related things, I will be busy with GenCon from now until Sunday. I don't expect to be caught up to speed until Monday or Tuesday.

I will continue to read posts through the RSS feed and may drop in for a post, but please bot me whenever it becomes necessary.


Enjoy the Con Dalgrym - what do you have planned for it? Anything in particular?

And by the way, BUMP!!


Male NG Dwarf Slayer 6 | HP 72 | AC 23 T 12 FF 21 | CMB +11, +13 trip, | CMD 23, +4 vs. bull rush, trip, while standing on the ground | F: +9, R: +8, W: +4; +5 vs. spells and spell-like abilities, +3 vs. poisons | Init: +2 | Perc: +10, SM: +5, darkvision 60ft. | Speed 20ft | Studied Target | Active conditions: None.

FYI I am attending a conference this week. There are even a few events for it the next two evenings. Please do not hesitate to bot me, though I will post when I can.


Human Male Cleric |HP 61/53|AC 20/T 11/FF 19 | F+9/R+4/W+10 | CMB + 9 | CMD 30 |init +5 | Perc +14

"ComRade Brrrave heart, please, be lookink at statistics sheet. Dah?"

Seriously, take a look at Wulfgar, I spent 4,000 gp (25%) each on two items, the belt and headband just trying to up the two important stats.

HP for 5 levels: 5d8 ⇒ (4, 7, 6, 4, 8) = 29


Male Human Rogue6/Clr1 Current Map

Ulfgard, you still need to level up to 6!


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

Oooh gladly
Ranger 6
HP: 1d10 + 3 + 1 ⇒ (10) + 3 + 1 = 14
Ranger combat feat Shield Slam
Skills: Perc, Surv, KNature, KGeography,KDung, Intimidate all +1


Human Male Cleric |HP 61/53|AC 20/T 11/FF 19 | F+9/R+4/W+10 | CMB + 9 | CMD 30 |init +5 | Perc +14

Are we retconning killing the Gnoll? Or are we going to fight the ettins?

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