MiniGM's Legacy of Fire (Inactive)

Game Master Vuvu

Legacy of Fire, beginning on Book 4. A group of mercenaries hired by the Pathfinder Society to retrieve the Scroll of Kakishon from their missing agents.

Kakison Map

Battle Map


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Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

I thought a one liner! I was stealthed!


Unnamed

well you want a bonus speak up!


Male Suli Ragathiel's Warrior | HP 87/98 , AC 24, T 12, FF 23, Fort +15,Ref +9, Will +11, Resist: acid 5, cold 5, electricity 5, fie 5, Init +3, Per +12

MiniGM, if you're going to continue to use numbers to represent enemies, can you provide us with a key so we know what enemy each number represents?


Unnamed

left side of the map

:)


Male Suli Ragathiel's Warrior | HP 87/98 , AC 24, T 12, FF 23, Fort +15,Ref +9, Will +11, Resist: acid 5, cold 5, electricity 5, fie 5, Init +3, Per +12

Ah. My viewer didn't show that far. Thanks.


Male Suli Ragathiel's Warrior | HP 87/98 , AC 24, T 12, FF 23, Fort +15,Ref +9, Will +11, Resist: acid 5, cold 5, electricity 5, fie 5, Init +3, Per +12

But who has a quickened burning hands, seriously?


Unnamed

sorcerers


Male Suli Ragathiel's Warrior | HP 87/98 , AC 24, T 12, FF 23, Fort +15,Ref +9, Will +11, Resist: acid 5, cold 5, electricity 5, fie 5, Init +3, Per +12

Let me rephrase.

Why the hell would anybody waste a 5th level spell on quickened burning hands, that did essentially negligible damage? Even on a failed save it was pitiful.


(AC 25/16/20; HP 86/86; Fort +6, Ref +10, Will +7; Init +7, Perception +0, CMD 12) Samsaran Oracle (Dual-Cursed) 9

Well, at a guess, elemental sorcerors have it as a bloodline spell...


Unnamed

honestly, cause at least he did something, he couldn't do anything worthwhile and get out of the way, better do a little damage he figured


Unnamed

You can detect evil on a person or object as a move action seif.

Perhaps now you can keep our poor barbarian from dropping stone dead when he calms down


Unnamed

don't have the foggiest what Zephyr is getting at. Very excited to find out


I was going to send my familiar up to grapple the spellcaster.


Unnamed

oh in that case you should know that he does also have claws


Ah, thanks. In any case I opted to just attack normally this round.


Unnamed

so you take half the damage your familiar takes, or the familiar takes half the damage that you take, or both?


I take half of his damage but he’s got really good defenses so it’s usually not much of an issue.


Male Suli Ragathiel's Warrior | HP 87/98 , AC 24, T 12, FF 23, Fort +15,Ref +9, Will +11, Resist: acid 5, cold 5, electricity 5, fie 5, Init +3, Per +12

The drawback of not having high level spells. We can't deal with a simple problem like a flying enemy haha.


Unnamed

have no fear, this, in addition to being part of the storyline to get you into the AP, is in order to give you characters a test. There will be a chance to do some rebuilding after this is over.


Mini, Zephyr is at 49 after the resistance.


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance
Arthur Osorkon wrote:
The drawback of not having high level spells. We can't deal with a simple problem like a flying enemy haha.

Or being blind.


Unnamed

Alright, the combat is over. Some things need to be handled, like waking up Churley, deciding if you want to save the swordsman or not, searching deeper into the cave complex.

However, now that you have had a chance to try out the characters, if you would like to change your feats, or traits, you may do so. If you want to swap up some of your gear, you may do so, thought I would wait to see what you found first. If you would like to swap out a class with another, just let me know what you want to do and you most likely may do so.


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Aside from flubbing my fort save I'm pretty happy, I'll stick with what I've got.


HP 300, AC 55, FF 49, T 22, CMD 60 (80 vs. Grapple or dirty trick)F +25, R +32, W +24, Percep +29, Init +14

I need to pick up raging vitality, which will require some modifications here and there. I'll get on it.


I’m happy with Zephyr but it’s clear to me that I’ll need to leave some slots open for troubleshooting and I’ll need a way to get our muscle airborne.

Is Arthur okay with riding on the back of a giant bat?


Male Suli Ragathiel's Warrior | HP 87/98 , AC 24, T 12, FF 23, Fort +15,Ref +9, Will +11, Resist: acid 5, cold 5, electricity 5, fie 5, Init +3, Per +12

I am absolutely ok with that.

Beyond wishing I had the wealth to get an item to make me fly, I'm good.


Can you juggle some skill ranks into ride? It might be dangerous flying around without a few.


HP 300, AC 55, FF 49, T 22, CMD 60 (80 vs. Grapple or dirty trick)F +25, R +32, W +24, Percep +29, Init +14

Actually I'm thinking we have rather a surfeit of melee people. I think I might switch over to archery if that is OK.


Oh, I kind of already assumed you were an archer.


HP 300, AC 55, FF 49, T 22, CMD 60 (80 vs. Grapple or dirty trick)F +25, R +32, W +24, Percep +29, Init +14

Nope, hammer and board melee guy. Looks like archer would be more useful. Will likely move barbarian to ranger levels instead.


There's a barbarian archer archetype now. It might be less work to change.


HP 300, AC 55, FF 49, T 22, CMD 60 (80 vs. Grapple or dirty trick)F +25, R +32, W +24, Percep +29, Init +14

I don't happen to have that addition to Hero Lab, so it would be less convenient.


Unnamed

can i safely assume that you'll heal everyone up, and do a thorough search of the place? I am going to assume that cause that is smart. You can decide if you want to kill or question the guy that surrendered


Sure. I'll figure out channels and wandage in a bit.


Unnamed

don't worry about tracking it. You have enough, lets just call it 1d12 ⇒ 6 charges off the wand


Male Suli Ragathiel's Warrior | HP 87/98 , AC 24, T 12, FF 23, Fort +15,Ref +9, Will +11, Resist: acid 5, cold 5, electricity 5, fie 5, Init +3, Per +12

Eh, with a -6 ACP I'll never be much good at ride. Maybe I'll just save up for an item.


You don't need to be amazing at it. You just need enough to tap the DC 5 to ride with no hands.


Male Suli Ragathiel's Warrior | HP 87/98 , AC 24, T 12, FF 23, Fort +15,Ref +9, Will +11, Resist: acid 5, cold 5, electricity 5, fie 5, Init +3, Per +12

Hmm, ok. That sounds reasonable. I can't remember the last time I've played a mounted character.


HP 300, AC 55, FF 49, T 22, CMD 60 (80 vs. Grapple or dirty trick)F +25, R +32, W +24, Percep +29, Init +14

OK, here's the revised Churley for range work. Let me know if it's OK.

Ranged Churley:

Churley
Human (Shoanti) fighter 3/ranger (guide, trapper) 3/slayer 3 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Advanced Player's Guide 125, Pathfinder RPG Ultimate Magic 65)
CG Medium humanoid (human)
Init +6; Senses Perception +22
--------------------
Defense
--------------------
AC 25, touch 15, flat-footed 20 (+10 armor, +4 Dex, +1 dodge)
hp 76 (9d10+18)
Fort +13, Ref +13, Will +10 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +1 adaptive seeking composite longbow +15/+10 (1d8+4/×3)
Special Attacks combat style (archery), ranger's focus, sneak attack +1d6, studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 14, Int 14, Wis 14, Cha 14
Base Atk +9; CMB +12; CMD 27
Feats Clustered Shots[UC], Deadly Aim, Dodge, Endurance, Iron Will, Manyshot, Point-blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perception), Weapon Focus (longbow)
Traits auspicious tattoo (shoanti), fate's favored, reactionary
Skills Acrobatics +10, Climb +10, Disable Device +18, Handle Animal +6, Heal +6, Intimidate +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (local) +9, Knowledge (nature) +14, Perception +22, Ride +10, Stealth +20, Survival +14, Swim +10
Languages Common, Giant, Orc, Shoanti
SQ armor training 1, favored terrain (mountainous +2), slayer talent (combat trick), track +1, trapfinding +1, wild empathy +5
Other Gear +1 comfort mithral full plate, +1 adaptive seeking composite longbow, belt of incredible dexterity +2, cloak of elvenkind, cloak of resistance +2, efficient quiver, eyes of the eagle, handy haversack, ring of sustenance, candle (2), chalk, everburning torch, hammer, masterwork thieves' tools, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 570 gp
--------------------
Special Abilities
--------------------
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fate's Favored Increase luck bonuses by 1.
Favored Terrain (Mountain +2) (Ex) +2 to rolls when in Favored Terrain (Mountain).
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.


There's not a ton to worry about if you're not pumping it high enough to do the harder tricks. For the most part it'll just be legs/wings to get you around.


Unnamed

might want to take a look at the loot there Churley before you buy that bow


Unnamed

build is fine


HP 300, AC 55, FF 49, T 22, CMD 60 (80 vs. Grapple or dirty trick)F +25, R +32, W +24, Percep +29, Init +14

I am bit suspicious of any bow that doesn't have seeker, but I could use that I suppose.

That would let me afford the goggles of night again I think.


Unnamed

well you can blame the author for that one. Actually part of the AP, found in the first book. You do have the option of turning it over the the Society, that certainly is something that they would be happy to look at. You are getting a chance to go into town to shop.

also make sure someone notes the journal of the half orc


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

That's a lot of loot!

EDIT: First, if someone can't cast it, please use one of the scrolls to cure blindness/deafness on poor blind Kixzik.

At a minimum I'd want to snag a wayfinder and I'd like the Clear Spindle Ioun Stone so I don't stink bomb the group.

I'd also like to grab the spellbook and review the potions to see what I can use my formula alembic on, but I need more time to go over that.

For Seif, total 3024 gp from gems and coins, 3524 gp if we sell the diamond dust.

I'll also try to grab: bit and bridle, masterwork studded leather barding, military saddle, riding dog, saddlebags from the halfling, although not sure how it'll deal with a goblin rider.

Question - does the belt of incredible dexterity simply become a flat dex bonus?

I'll snag the journal if it's in one of the languages I speak, if it's in Orc I'll pass it to anyone who can speak/read orc.


Unnamed

sorry that should have been deleted. there are no belts or headbands or cloaks of resistance

I assume someone will cast remove blindness from one of those scrolls on our goblin friend, just make sure you take that into account.

Also killing or sparing the swordsman?


HP 300, AC 55, FF 49, T 22, CMD 60 (80 vs. Grapple or dirty trick)F +25, R +32, W +24, Percep +29, Init +14

Nah, that bow will work. My main concern will be getting up to enough dex for improved precise shot. That's going to be a touch hard starting with my stats, but can be done eventually.

Here's the revised build. I'll put it in the alias.

stats:

Churley
Human (Shoanti) fighter 3/ranger (guide, trapper) 3/slayer 3 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Advanced Player's Guide 125, Pathfinder RPG Ultimate Magic 65)
CG Medium humanoid (human)
Init +6; Senses Perception +17
--------------------
Defense
--------------------
AC 25, touch 15, flat-footed 20 (+10 armor, +4 Dex, +1 dodge)
hp 76 (9d10+18)
Fort +13, Ref +13, Will +10 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +2 frost composite longbow +16/+11 (1d8+5/×3 plus 1d6 cold)
Special Attacks combat style (archery), ranger's focus, sneak attack +1d6, studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 14, Int 14, Wis 14, Cha 14
Base Atk +9; CMB +12; CMD 27
Feats Clustered Shots[UC], Deadly Aim, Dodge, Endurance, Iron Will, Manyshot, Point-blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perception), Weapon Focus (longbow)
Traits auspicious tattoo (shoanti), fate's favored, reactionary
Skills Acrobatics +10, Climb +10, Disable Device +18, Handle Animal +6, Heal +6, Intimidate +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (local) +9, Knowledge (nature) +14, Perception +17, Ride +10, Stealth +20, Survival +14, Swim +10
Languages Common, Giant, Orc, Shoanti
SQ armor training 1, favored terrain (mountainous +2), slayer talent (combat trick), track +1, trapfinding +1, wild empathy +5
Other Gear +1 comfort mithral full plate, +2 frost composite longbow (+3 Str), belt of incredible dexterity +2, cloak of elvenkind, cloak of resistance +2, efficient quiver, goggles of night, handy haversack, ring of sustenance, candle (2), chalk, everburning torch, hammer, masterwork thieves' tools, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 470 gp
--------------------
Special Abilities
--------------------
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fate's Favored Increase luck bonuses by 1.
Favored Terrain (Mountain +2) (Ex) +2 to rolls when in Favored Terrain (Mountain).
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.


HP 300, AC 55, FF 49, T 22, CMD 60 (80 vs. Grapple or dirty trick)F +25, R +32, W +24, Percep +29, Init +14

Actually I have a different idea. Given the house rule about stat boosters not taking the belt slot, this is the perfect build for a thrower instead of a bowman. I might consider that if it is not too much bother. It won't be quite as powerful as an archer, but it will be different.


(AC 25/16/20; HP 86/86; Fort +6, Ref +10, Will +7; Init +7, Perception +0, CMD 12) Samsaran Oracle (Dual-Cursed) 9

Sounds fine to me, but it would be a shame if no-one used the giant scaling weapon of doom (TM), so I will build an archer based around it.

@MiniGM: The 'move action' part of Detect Evil for paladins is normally once you already have Detect Evil active, so that it takes a full round action to determine if something is evil (or a move action in every round after the first). If, however, you want to house-rule that it is simply a move action, I totally would not object ;-)

Re: Killing or sparing the swordsman, it is a bit of a quandary - he *did* surrender, but banditry is punishable by death, and Seif-al-Din is a legal representative of the city of Katapesh, so it would be his sworn duty to execute the man (since that is what would happen anyway if he was taken back to town)...


Unnamed

So the scaling weapon is actually written to be a weapon that works for a player. Nothing specific

If you want to be a thrower I will make it work

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