Many Modules Campaign (Inactive)

Game Master inxpitter

Jix "The Jinx" Rissi
Combat Map


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Female Human (Chelaxian) Mesmerist 4 | HP 28/28 | AC 14 Touch 13 Flat-Footed 11 | CMB +1 CMD 14 | Saves: Fort +1 Ref +7 Will +8 | Perception: +6 | Init: +3 | Status: Normal

My enjoyment of this game is still very high, regardless of the pace. The group dynamics are fun to play out and I'm looking forward to seeing how they might change over all the different modules, even if it takes us a few years to get there. ;)

Sorry to see you go, Adam. It would have been nice to see Kali and Tish become better frenemies, but I hope you can find a game for her better suited to your speed.

As far as Ann coming back, I'm fine with that. Do you know if she would be reprising her role as Jix or if she would bring in another character? I'm sure Tish, Owl, Lia and Kali would *love* to hear the IC explanation of where's she's been all this time. =P


December 26th Update

I'm fairly certain she'll return as Jix.


December 26th Update

Sorry for the wait folks, still prepping the "dungeon."

Also, does anyone have tips to streamline dungeon crawling? In my experience, it tends to slow things down considerably.


Fighter 4 | HP 41/41 | AC 21 T 12 FF 19 | CMB +7 | CMD 19 | F +7 R +3 W +1 (+2 vs Fear) | Init +2 | Perception +0 | Speed 20 ft. | Human (Chelaxian) +1 on saves vs Divine spells

In a format like this, you should probably just wait for 2 or 3 people to concur on something, then move forward. Better to push and things be a little 'off' than wait 3 days for everyone to decide they want to choose the door on the left instead of the right.

Passive DM rolls for things like Perception, Sense Motive, etc. can help speed things up as we're exploring. The Paizo dice roller keeps things random, so I don't particularly care whether it's you or me doing the rolling.

Get a party MO for exploration. Marching order, who searches doors, what we do when we find a locked door, etc.

On a side note, I guess I can level up to 3 now? :)


NG Female Human Aberrant Bloodline Sorcerer 3 | HP 20/20 | AC 13 / T 12 / FF 11 | Fort +2 / Ref +3 / Will +4 (-1 vs Compulsion) | CMB +2 / CMD +14 | Initiative +2 | Spells 1L 6/6 | Perception +8 | Active Effects: None

In my Rappan Athuk game, we have a SOP... we have a marching order and the spells that we always have up, and the way we handle rooms... always search them, this is who goes in first, these are our bonuses to notice traps, etc, so lots of the intro work is there up front and so the DM can make the standard rolls before we get there and it is somewhat easier to just be in a situation and roleplay it rather than repeating the same approaches and cleanups (searching all the bodies, etc) as we leave. If we are going into a straight dungeon crawl, that might work--?


Investigator 3| HP 8/21 | AC 16 (17 vs traps), Touch 13 (14 vs traps), FF 13 | CMB +2 | CMD 15 | Fort +2, Ref +6 (+7 vs traps), Will +3 (+5 enchantments) | Init +3 | Perception +7 (+9 vs traps) | Speed 30 | Inspiration 3/4 | Extracts: Level 1 3/4

Level 3:

HP: 1d8 + 2 ⇒ (1) + 2 = 3 Default to average 4 + 2 = 6
+1 BAB
+1 Fort
Weapon Finesse Feat
+10 skill points (2 Background) Favored Class Bonus
SQ: Investigator talent, keen recollection, trap sense +1
+1 Extract Known
+1 Extract per day


Fighter 4 | HP 41/41 | AC 21 T 12 FF 19 | CMB +7 | CMD 19 | F +7 R +3 W +1 (+2 vs Fear) | Init +2 | Perception +0 | Speed 20 ft. | Human (Chelaxian) +1 on saves vs Divine spells

Level 3:

HP HP+Con+FCB: 1d10 + 2 + 1 ⇒ (3) + 2 + 1 = 6so 5+2+1 = 8
+1 BAB
+1 Ref +1 Will

Feat: Shield Focus

Skills:
Climb
Swim
Survival
Handle Animal
Profession (Soldier)


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Female Human (Chelaxian) Mesmerist 4 | HP 28/28 | AC 14 Touch 13 Flat-Footed 11 | CMB +1 CMD 14 | Saves: Fort +1 Ref +7 Will +8 | Perception: +6 | Init: +3 | Status: Normal

Ninjas, all of you... *shakes fist*

Oh well! I said they ought to discuss strategy afterwards so I'll let the post stand as is; whether anyone wants to have that talk or move on to the secret lair is a-okay with me.

I also agree with Irian and Median's ideas for streamlining the dungeon crawl; we use most of those in one of my RotRL games and we were able to clear Thistletop pretty darn fast with them. As for suggested SOP and marching order, Owl and Tish can double team doors and traps (since she's skilled in it now, Tish can use Aid Another on Owl's Disable Device checks), then they can fall back into a Irian, Kali, Tish, Lia, Median, Owl formation (or other sequence), preferably in groups of two.

What do you all think?


Werehare Inquisitive 3/ Seeker 3/ Bard 3

Sounds good. It does solve some of the questions that would normally come up in regards to travelling in a dungeon, and with the DM making reflexive rolls, won't hold up the game waiting for someone to post a roll before everyone can continue.


December 26th Update

I don't usually do this, but since you guys are one of my better roleplaying groups, gonna throw a plug in for a recruitment I'm doing.

I'm running a City of Mist game which is sort of a cross between Apocalypse system and FATE. Takes a little to get into it, but the flexibility of your character is pretty good.

Those interested can check it out here.


NG Female Human Aberrant Bloodline Sorcerer 3 | HP 20/20 | AC 13 / T 12 / FF 11 | Fort +2 / Ref +3 / Will +4 (-1 vs Compulsion) | CMB +2 / CMD +14 | Initiative +2 | Spells 1L 6/6 | Perception +8 | Active Effects: None

Interesting. Posted an idea.


Female Ratfolk Rogue (sniper) 4 / HP 15 / AC 18/16/13 (+2 Against Animals) (+2 If HP is Half or Less and No Conscious Ally Within 30 ft.) / F-1 , R+9, W-1 / Speed 20/ Stealth +24 (25 if hills or rocky)/ Per +10 / Bluff+13/ Initiative +5

Level 2

HP: 1d8 - 2 ⇒ (4) - 2 = 2
+1 BAB
+1 Ref
+1 CMB
+1 CMD

Rogue Talent: Superior Sniper
Rogue Ability: Evasion

Skills:
Acrobatics +1
Bluff +1
Climb +1
Craft (Alchemy) +1
Disable Device +1
Escape Artist +1
Intimidate +1
Perception +1
Sleight of Hand +1
Stealth +1

Level 3
HP: 1d8 - 2 ⇒ (1) - 2 = -1
Default to Average= 4 - 2 = 2
+1 BAB
+1 Fort
+1 Will
+1 CMB
+1 CMD

Rogue Ability: Deadly Range (40 ft)
Feat: Skill Focus (Stealth)

Skills:
Acrobatics +1
Bluff +1
Climb +1
Craft (Alchemy) +1
Disable Device +1
Intimidate +2
Perception +1
Sleight of Hand +1
Stealth +1


Female Ratfolk Rogue (sniper) 4 / HP 15 / AC 18/16/13 (+2 Against Animals) (+2 If HP is Half or Less and No Conscious Ally Within 30 ft.) / F-1 , R+9, W-1 / Speed 20/ Stealth +24 (25 if hills or rocky)/ Per +10 / Bluff+13/ Initiative +5

Hey, just a thought, does everyone else around here have discord? Might be an easier way to talk and discuss strategy :3


December 26th Update

I prefer keeping information all in one place, plus discord seems to drain the life of my laptop if not plugged in -_-

One day I'll get an upgrade.


Werehare Inquisitive 3/ Seeker 3/ Bard 3

I'll have to pass on Discord. I'm not all that keen on talking, and usually have music playing.


Female Ratfolk Rogue (sniper) 4 / HP 15 / AC 18/16/13 (+2 Against Animals) (+2 If HP is Half or Less and No Conscious Ally Within 30 ft.) / F-1 , R+9, W-1 / Speed 20/ Stealth +24 (25 if hills or rocky)/ Per +10 / Bluff+13/ Initiative +5

Okay nevermind then ^^'


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Fighter 4 | HP 41/41 | AC 21 T 12 FF 19 | CMB +7 | CMD 19 | F +7 R +3 W +1 (+2 vs Fear) | Init +2 | Perception +0 | Speed 20 ft. | Human (Chelaxian) +1 on saves vs Divine spells

Smooth, Lia. :)


Female Ratfolk Rogue (sniper) 4 / HP 15 / AC 18/16/13 (+2 Against Animals) (+2 If HP is Half or Less and No Conscious Ally Within 30 ft.) / F-1 , R+9, W-1 / Speed 20/ Stealth +24 (25 if hills or rocky)/ Per +10 / Bluff+13/ Initiative +5

Ohhhhhh come on. . .


December 26th Update

Waiting for Lia or Owl


Female Ratfolk Rogue (sniper) 4 / HP 15 / AC 18/16/13 (+2 Against Animals) (+2 If HP is Half or Less and No Conscious Ally Within 30 ft.) / F-1 , R+9, W-1 / Speed 20/ Stealth +24 (25 if hills or rocky)/ Per +10 / Bluff+13/ Initiative +5

Try to save a bad guy for me >.>' I'll be able to shoot again soon promise. . . Just gotta reload first. . . Starting to regret my decision to go heavy crossbow instead of light xD

But yay! Stealth!


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Female Human (Chelaxian) Mesmerist 4 | HP 28/28 | AC 14 Touch 13 Flat-Footed 11 | CMB +1 CMD 14 | Saves: Fort +1 Ref +7 Will +8 | Perception: +6 | Init: +3 | Status: Normal

Yeah, save one for me, too!

I'm sorry for being​ gone so long, but I'm happy to be back and feeling better now. DM Default gave me the thumbs-up to jump back into the game, so once I think of an appropriately Tishy excuse for Tish to have been​ absent for most of the fight, I'll have a post up.


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NG Female Human Aberrant Bloodline Sorcerer 3 | HP 20/20 | AC 13 / T 12 / FF 11 | Fort +2 / Ref +3 / Will +4 (-1 vs Compulsion) | CMB +2 / CMD +14 | Initiative +2 | Spells 1L 6/6 | Perception +8 | Active Effects: None

Maybe you were doing your nails? ;)


Female Human (Chelaxian) Mesmerist 4 | HP 28/28 | AC 14 Touch 13 Flat-Footed 11 | CMB +1 CMD 14 | Saves: Fort +1 Ref +7 Will +8 | Perception: +6 | Init: +3 | Status: Normal

Ha! I love it!


M

After four years on the boards and a lot of eventful games I have finally reached a point were I can no longer continue at the pace I am currently at. While I still love the pathfinder system my motivation but the spark of creativity, the wonder of such finally crafted realms and characters, is starting to diminish. I don't know if this is a slump, a wall, or just the passage of time changing my interests. But I can no longer dedicate the same time and energy that I used to. It is with a heavy heart that must withdraw my character from this game. I apologize the long delay and any inconveniences this creates. I wish you the best of luck in your endeavors.


December 26th Update

Sorry to see you go Zayne, but thanks for letting us know. Hope you have fun whatever kind of gaming takes you.


Werehare Inquisitive 3/ Seeker 3/ Bard 3

*nod* I can understand. Safe travels.


Female Ratfolk Rogue (sniper) 4 / HP 15 / AC 18/16/13 (+2 Against Animals) (+2 If HP is Half or Less and No Conscious Ally Within 30 ft.) / F-1 , R+9, W-1 / Speed 20/ Stealth +24 (25 if hills or rocky)/ Per +10 / Bluff+13/ Initiative +5

. . . well I wanted boots of the cat. . . now this just wont do we cant both go adventuring wearing the same thing. . . one of us is simply going to have to change.


NG Female Human Aberrant Bloodline Sorcerer 3 | HP 20/20 | AC 13 / T 12 / FF 11 | Fort +2 / Ref +3 / Will +4 (-1 vs Compulsion) | CMB +2 / CMD +14 | Initiative +2 | Spells 1L 6/6 | Perception +8 | Active Effects: None

I think we should just all get matching pairs of boots of the cat. Talk about easily dividable treasure... ;)


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December 26th Update

Or, you Jix could have the right boot, Median the left, and they'll have to three-leg-race it to do anything ;D


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Female Human (Chelaxian) Mesmerist 4 | HP 28/28 | AC 14 Touch 13 Flat-Footed 11 | CMB +1 CMD 14 | Saves: Fort +1 Ref +7 Will +8 | Perception: +6 | Init: +3 | Status: Normal

Are you sure these boots of the rat aren't more your style, Jix? =P


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Female Ratfolk Rogue (sniper) 4 / HP 15 / AC 18/16/13 (+2 Against Animals) (+2 If HP is Half or Less and No Conscious Ally Within 30 ft.) / F-1 , R+9, W-1 / Speed 20/ Stealth +24 (25 if hills or rocky)/ Per +10 / Bluff+13/ Initiative +5

All of these options, quite frankly, sound fabulous~


NG Female Human Aberrant Bloodline Sorcerer 3 | HP 20/20 | AC 13 / T 12 / FF 11 | Fort +2 / Ref +3 / Will +4 (-1 vs Compulsion) | CMB +2 / CMD +14 | Initiative +2 | Spells 1L 6/6 | Perception +8 | Active Effects: None

Ring of Eloquence or a Lens of Detection would be nice too. But seriously, any random magical item would probably be interesting.


December 26th Update

Also, after the merrymaking of a module completed, just a quick poll on who'd like to drop and who plans to continue.


Female Ratfolk Rogue (sniper) 4 / HP 15 / AC 18/16/13 (+2 Against Animals) (+2 If HP is Half or Less and No Conscious Ally Within 30 ft.) / F-1 , R+9, W-1 / Speed 20/ Stealth +24 (25 if hills or rocky)/ Per +10 / Bluff+13/ Initiative +5

Well, I, for one, am definitely interested in continuing play. :3

As for items, looks like we can each get two and then have two left over. So shall we each pick one expensive thing and one cheap thing?

I have interest in boot of the cat primarily

No intrest in the armor (that Armor check penalty is just too high) or any of the weapons really.

Other than that the Scroll of see invisibility, ring of climbing, ring of protection, lens of detection, and the cash all have interest to me.

Anyone else have any opinions or preferences?


NG Female Human Aberrant Bloodline Sorcerer 3 | HP 20/20 | AC 13 / T 12 / FF 11 | Fort +2 / Ref +3 / Will +4 (-1 vs Compulsion) | CMB +2 / CMD +14 | Initiative +2 | Spells 1L 6/6 | Perception +8 | Active Effects: None

I am interested in continuing.

I would like the Mace, and am also interested in the lens of detection. If other people want either of those however, totally not demanding them and happy to get something else.


Werehare Inquisitive 3/ Seeker 3/ Bard 3

Still in. Lía is turning into a character that I'm enjoying exploring.

While the player is well aware of loot and potential uses, Lía is mostly clueless, so she'll ride with whatever goes.


Female Human (Chelaxian) Mesmerist 4 | HP 28/28 | AC 14 Touch 13 Flat-Footed 11 | CMB +1 CMD 14 | Saves: Fort +1 Ref +7 Will +8 | Perception: +6 | Init: +3 | Status: Normal

Count me in!

I drew up a quick loot tracker for us: here! I divvied things up based on who could use what/asked for what (even though I totally asked for the boots first, Jix!), but it can easily be swapped around as you all see fit. If we're taking suggestions:

Suggestions:
The +1 vicious longsword should go to Irian, obviously.
The +1 grayflame mace should go to Median, again, obviously.
The lens of detection could go to Median, but if we give them to Jix (who'll probably be in charge of traps with Owl gone and but has only +4 to Perception) along with the boots of the cat and the ring of climbing, then the three of you will be pretty much equal as far as WBL goes.
Lía should probably get the ring of protection +1 and the scrolls, along with the scarf of suggestive dance to sell or keep at her discretion.
Which leaves Tish with the shadow hide armor.
Then if we split the gold 2,000/1,000 Lía/Tish, that would bring them close to the recommended WBL.

Anywho, that's just my 2¢ from a numbers-oriented perspective. What are y'all's thoughts?

The real hard part is deciding whether or not I should dip Swashbuckler for my next level.


Female Half-Elf Sorceror 4 | HP: 26/26 | AC: 14/12/11 | F +2, R +3, W +5 | Per:+9, Init: +2 | Speed: 30 ft

Level 4: Sorceror

HP+Con+FC: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6

BAB: +1

Will: +1

Skill Points: (4)
Bluff +1
K.(Arcana) +1
Spellcraft +1
UMD +1

Spells Known: 6/3/1
Spells Per Day: -/6/3
Spells Gained: (0th) Read magic, (2nd)Fire Ice Breath


NG Female Human Aberrant Bloodline Sorcerer 3 | HP 20/20 | AC 13 / T 12 / FF 11 | Fort +2 / Ref +3 / Will +4 (-1 vs Compulsion) | CMB +2 / CMD +14 | Initiative +2 | Spells 1L 6/6 | Perception +8 | Active Effects: None

I think giving things to whoever can use them best is a great idea, and if you want to give the lens to someone else, no problem.

I don't like the idea of only giving gold to a few people though. I think that the gold part should be divided exactly equally, and then the magic items should be shared the best we can (but if we stop using them/sell them, that money goes back into group funds). Trying to balance items and gold seems to me (in other games) to encourage people to sell everything rather than using interesting things that they pick up, because everyone wants the cash instead. If group items are always group items, then it is more fair for people who use consumables (they don't cost just one person part of their treasure), and it doesn't penalize whoever gets the really expensive thing just because they can use it, or encourage them to sell it because it isn't the *ideal* thing that they want.

I am in this other game where people refuse to take potions because it comes out of their share of the treasure, and they sell rings and other stuff that the party would be better off with because if someone claims it, it essentially costs them. It seems so contrary to the spirit of adventuring to me.

Level:
BAB+3
+1 to Fort and Will saves
HP: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7
+1 first and second level spell per day
+7 skill points


Female Ratfolk Rogue (sniper) 4 / HP 15 / AC 18/16/13 (+2 Against Animals) (+2 If HP is Half or Less and No Conscious Ally Within 30 ft.) / F-1 , R+9, W-1 / Speed 20/ Stealth +24 (25 if hills or rocky)/ Per +10 / Bluff+13/ Initiative +5

. . . . I was very confused and very wrong xD Tish you can have the boots of the cat I don't need them. I was thinking cat burgler's boots. So I suppose I'll just take the ring of climbing.

As for cash, I'll just end up converting my share into flaming doom anyways.


Werehare Inquisitive 3/ Seeker 3/ Bard 3

Idle curiosity, but would Kari advance any?

If not, what might it take?


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Fighter 4 | HP 41/41 | AC 21 T 12 FF 19 | CMB +7 | CMD 19 | F +7 R +3 W +1 (+2 vs Fear) | Init +2 | Perception +0 | Speed 20 ft. | Human (Chelaxian) +1 on saves vs Divine spells

Sorry! Kids had me running amok all weekend. I am definitely in. Will post level 4 updates shortly.

As for the split, I am not opposed to Tish's idea, though I prefer Median's idea of splitting items based on utility then splitting the remaining cash evenly. Things tend to even out over time, and a 2,000 gp weapon is better than 1,000 gp in coin, if the weapon can be used. Still, I'm ok with either way.


Fighter 4 | HP 41/41 | AC 21 T 12 FF 19 | CMB +7 | CMD 19 | F +7 R +3 W +1 (+2 vs Fear) | Init +2 | Perception +0 | Speed 20 ft. | Human (Chelaxian) +1 on saves vs Divine spells

Level 4 Update:

Attribute - Str +1
HP - 9 (6 + 2 Con + 1 FC)
Bonus Feat: Weapon Specialization (longsword)
Fort +1
BAB +1
Skills:

Climb
Swim
Survival
Profession (Soldier)*
Handle Animal*


Werehare Inquisitive 3/ Seeker 3/ Bard 3

Spellcraft Rolls! (because Lía hasn't clued onto the idea that there's an Identify spell!)

Item(DC to Identify):

Lens(24): 1d20 + 8 ⇒ (15) + 8 = 23
Longsword(24): 1d20 + 8 ⇒ (8) + 8 = 16
Ring 1 (Climbing)(21): 1d20 + 8 ⇒ (7) + 8 = 15
Ring 2 (Protection)(20): 1d20 + 8 ⇒ (4) + 8 = 12
Armor(20): 1d20 + 8 ⇒ (9) + 8 = 17 Yay!
Boots(16): 1d20 + 8 ⇒ (1) + 8 = 9
Wand(16): 1d20 + 8 ⇒ (20) + 8 = 28 Yay!
Mace(21): 1d20 + 8 ⇒ (7) + 8 = 15

2nd day:
Lens(24): 1d20 + 8 ⇒ (5) + 8 = 13
Longsword(24): 1d20 + 8 ⇒ (13) + 8 = 21
Ring 1 (Climbing)(21): 1d20 + 8 ⇒ (18) + 8 = 26 Yay!
Ring 2 (Protection)(20): 1d20 + 8 ⇒ (15) + 8 = 23 Yay!
Boots(16): 1d20 + 8 ⇒ (15) + 8 = 23 Yay!
Mace(21): 1d20 + 8 ⇒ (19) + 8 = 27 Yay!

3rd Day:
Lens(24): 1d20 + 8 ⇒ (12) + 8 = 20
Longsword(24): 1d20 + 8 ⇒ (17) + 8 = 25 Yay!

4th day:
Lens(24): 1d20 + 8 ⇒ (9) + 8 = 17 Grr!

5th day:
Lens(24): 1d20 + 8 ⇒ (19) + 8 = 27

And thus concludes the week of staring at "That accursed Lens." Nevermind that she was likely using it to examine the items that she couldn't identify right off the bat.


NG Female Human Aberrant Bloodline Sorcerer 3 | HP 20/20 | AC 13 / T 12 / FF 11 | Fort +2 / Ref +3 / Will +4 (-1 vs Compulsion) | CMB +2 / CMD +14 | Initiative +2 | Spells 1L 6/6 | Perception +8 | Active Effects: None

Let's just say that the Lens of Detection was on the inventory list. That way you don't have to go another week. :)


Female Human (Chelaxian) Mesmerist 4 | HP 28/28 | AC 14 Touch 13 Flat-Footed 11 | CMB +1 CMD 14 | Saves: Fort +1 Ref +7 Will +8 | Perception: +6 | Init: +3 | Status: Normal

No worries Jix! It was an honest mix-up. Besides, I was starting to warm to the idea of Tish deciding she doesn't want the boots anymore after seeing Jix try them on first. ^^

As far as the loot, my suggestion wasn't meant to penalize folks for keeping an expensive item they can use, but to try to keep everyone on a somewhat equal footing. I personally would much rather get an item I had my eye on than gold, but that was my bad for assuming that everyone else was of a similar mindset. But I will say the "sell everything and split the proceeds" policy works fabulously in one of my other games. ...Of course, it does help that literally no one wants the loot we come across. And we're using ABP.

So everyone can add 600gp to their character sheets! I'm going to take a more laisse-faire approach to the rest of the loot and let y'all decide who gets what. I got my boots, so I'm happy. =)

I also decided to stick with Mesmerist levels for now:

Level Up!:
HP HP Roll: 1d8 ⇒ 6
FCB +1 HP
BAB +3
Ability Score Increase +1 CHA
Base Saves +4 Reflex, +4 Will
Skills +1 to Bluff, Diplomacy, Disable Device, Intimidate, Knowledge (Local), Perception, Sense Motive, and Stealth
Background Skills +1 to Knowledge (Nobility) and Sleight of Hand
Mesmerist Trick Slip Bonds

New Spells


NG Female Human Aberrant Bloodline Sorcerer 3 | HP 20/20 | AC 13 / T 12 / FF 11 | Fort +2 / Ref +3 / Will +4 (-1 vs Compulsion) | CMB +2 / CMD +14 | Initiative +2 | Spells 1L 6/6 | Perception +8 | Active Effects: None

It's definitely an often-used strategy in games.

What I see wrong with sell everything and split is that you can only sell stuff for half price, and you are selling things that could be useful to the party. People say it is more "fair," but I think it is more of an individual-focus strategy rather than group-focus.

I personally don't care about "balance" with magic items. Some are going to be super expensive and others less so. I don't mind if all the items in a random loot pile go to one or two people (other than me)... if they are helping us accomplish stuff and it makes them more effective players. But when we *do* sell stuff, then any cash should be split equally, so people can buy individual things as needed.

(Median is also very offended (though won't say anything) that you are putting the scarf that she gave you into the party treasure.)


Female Ratfolk Rogue (sniper) 4 / HP 15 / AC 18/16/13 (+2 Against Animals) (+2 If HP is Half or Less and No Conscious Ally Within 30 ft.) / F-1 , R+9, W-1 / Speed 20/ Stealth +24 (25 if hills or rocky)/ Per +10 / Bluff+13/ Initiative +5

Level Up!
HP Roll: 1d8 - 2 ⇒ (7) - 2 = 5
Attribute +1 Dex
Ref + 1
BAB + 1

Rouge Abilities
Combat Trick- Exotic Weapon Proficiency - Repeating Heavy Crossbow
Uncanny Dodge- Retain Dex bonus to AC when flat footed

Skills
Acrobatics, Bluff, Climb, Craft (Alchemy), Disable Device, Escape Artist, Perception, Sleight of Hand, Stealth

Hmmmm, would it be possible to hit up some shops before the end of the module so I can see about getting my repeating heavy crossbow and maybe upgrade my thieves' tools? =3


December 26th Update

This is a quasi-break time where you have free reign of the shops and such. The general store in town has most things and sells them at normal listed price if you'd like to stock up.

But for an exotic weapon like a heavy repeating crossbow, this town wouldn't have anything like that. However, I think you know a certain mage of mystic arts who owes you a favor or two....


Female Human (Chelaxian) Mesmerist 4 | HP 28/28 | AC 14 Touch 13 Flat-Footed 11 | CMB +1 CMD 14 | Saves: Fort +1 Ref +7 Will +8 | Perception: +6 | Init: +3 | Status: Normal

How about retraining? Specifically, I'm hoping to move Tish away from a ranged crossbow build and toward a more mental blaster-y concept by swapping Point-Blank Shot and Precise Shot with Skill Focus: Sense Motive and Eldritch Heritage (Psychic Bloodline).

And we can all add an additional +120sp to our sheets.

And that scarf was disgusting; Median shouldn't be surprised that not only would Tish not wear it, but she also wouldn't let anyone else in her crew wear it either, Regina George style. ;)

EDIT: The loot tracker is updated and I took a CLW potion.

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