Motteditor's Savage Tide (Inactive)

Game Master motteditor

Combat map / Farshore map / Dungeon map


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Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19

Kyson is happy with whatever you want to do, Patrik.

Let's rock this golem so we can tag no-Silvio back into the game.


Cool. I just wanted to make sure that you were OK with another divine Sarenraeite character. The character won't be wandering into any Kyson territory (except being able to heal) but I still wanted to ask before I brought in the character.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I'm fine with it.


Excellent! Then it’s time for the next item: build suggestions! I’ve made thread in the advice forum about a dervish paladin of Sarenrae and it got some nice feedback there. But I thought I’d ask you for opinions as well.

Stats as they stand today:

Linah Jamil'Kaid
Female Human (Keleshite) Bard (Dawnflower Dervish) 1/Paladin of Sarenrae 8
LG Medium humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 22 (+9 armor, +4 Dex, +2 natural, +1 deflection, +1 dodge)
hp 74 (8d10+1d8+17)
Fort +13, Ref +14, Will +14
Immune charm, disease, fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 scimitar +14/+9 (1d6+6/15-20)
Special Attacks bardic performance 10 rounds/day (countersong, distraction, fascinate, inspire courage +1), battle dance: inspire courage, channel positive energy 6/day (DC 20, 4d6), smite evil
Spell-Like Abilities (CL 9th; concentration +15)
. . At will—detect evil
Bard (Dawnflower Dervish) Spells Known (CL 1st; concentration +7):
. . 1st (3/day)—comprehend languages, liberating command
. . 0 (at will)—dancing lights, light, prestidigitation, resistance
Paladin Spells Prepared (CL 5th; concentration +11):
. . 2nd—resist energy, righteous vigor (DC 18), weapon of awe (DC 18)
. . 1st—bless weapon, hero's defiance, lesser restoration
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 13, Wis 10, Cha 22
Base Atk +8; CMB +8; CMD 24
Feats Combat Expertise, Combat Reflexes, Dervish Dance, Dodge, Extra Lay on Hands, Improved Critical (scimitar), Mobility
Traits ambassador, sacred touch
Skills Acrobatics +7, Diplomacy +20, Handle Animal +10, Heal +12, Knowledge (religion) +10, Perception +5, Perform (dance) +14, Perform (sing) +14, Sleight of Hand +8
Languages Celestial, Common, Kelish
SQ aura of courage, aura of good, aura of resolve, battle dance, divine bonds (weapon [1/day] 1/day), lay on hands, mercies (mercy [diseased], mercy [fatigued])
Combat Gear dawnflower sash; Other Gear +3 mithral agile breastplate, +2 scimitar, amulet of natural armor +2, belt of incredible dexterity +2, headband of alluring charisma +2, ring of protection +1, 3,785 gp
--------------------
Special Abilities
--------------------
Ambassador Your natural abilities at mediation and compromise manifested at a young age. For as long as you can remember, you were always more able to solve disputes and carefully settle violent disagreements than others. You gain a +2 trait bonus to Diplomacy
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Bardic Performance (standard action, 10 rounds/day) Your performances can create magical effects.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but thes
Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dawnflower sash This long strip of red Qadiran fabric is wrapped around the wearer's waist or head several times and held in place by an ankh-shaped clasp of red gold. The wearer is protected as if by endure elements, but only in warm environments. If the wearer unwraps the sash to its full length and holds the clasp in her hand, she can use feather fall once per day, briefly leaving behind a trail of pleasant red-gold light as bright as a torch that lasts for 1 round.

If Sarenrae is the wearer's patron, the wearer can use the sash to cast cure light wounds once per day on command. The wearer can trigger this ability as an immediate action if reduced to -1 hit points or fewer, though thereafter the sash must be recharged by placing it in strong sunlight for 8 continuous hours. As a swift action, the wearer can cause the clasp to shine as brightly as a torch or cease this illumination; the light is warm, feels like sunlight, and is bright enough to make sun-fearing creatures slightly uncomfortable but not so bright as to cause them harm.

Construction
Requirements Craft Wondrous Item, cure light wounds, endure elements, feather fall, light; Cost 1,250 gp
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +2, 8 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6, 12/day) (Su) You can heal 4d6 damage, 12/day
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Paladin Channel Positive Energy 4d6 (6/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Smite Evil (3/day) (Su) +6 to hit, +8 to damage, +6 deflection bonus to AC when used.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


  • Do you have any suggestions on what feats I should take?
  • Do you have any suggestions on what gear to buy?


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

I’m sorry guys but I’m going through some personal stuff right now that I’m going to need a few days to process.

Please don’t hold up the game for me. NPC me as necessary.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Busy few days here, guys. Not sure if I'll get to update before Tuesday.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

OK, still waiting on Seka, but I guess I'm curious how lethal you want the game to be? I don't really like killing characters (if you haven't figured that out), but it will happen sometimes. Do you want me to fudge rules a bit to avoid it -- i.e. Kyson's channel is just enough to save Khaz before her soul slips away? -- or just say sometimes the dice fall where they may? I think lethality adds risk and tension to the game, but at the same time, like you (I assume), I like the characters we've got here.

There'll certainly be opportunities for Verdigris to introduce a new character, like Patrik, should Khaz or anyone else not make it to Farshore.

Grand Lodge

female

Much as I love Khaz, I would prefer the dice fall where the dice fall. It was a noble effort on Kyson's part, but I think she's gone. I'll have to think on whether it makes sense for her to be raised, were Kyson so inclined.


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

I think this is fine. I didn't want to provoke and wanted to have total defense up for his full attack.


Noooo, Khaz! Mott, you monster!

motteditor wrote:
OK, still waiting on Seka, but I guess I'm curious how lethal you want the game to be?

Lethality is a really tricky thing. I always hope to avoid PC death when I GM because it means that the game looses an established character (along with plotlines, relations and motivations) and another character has to take its place (which always has the risk of "hey, you look like a trustworthy fellow. Want to adventure?"). Yet without the risk I feel, and I'm writing this as a coward fond of his characteres, that the game would become to routine and in the long end uninteresting. So while I prefer to let the dice stay where they land, I might not always like the result. I think the best way is to go by the dice rolls but have some leeway when it comes to heal and save characters, like a last second heal in the same round or something similar.

If Kyson for instance is able to get to a downed PC who was just cut down past -con negatives and cast a heal I think it is appropriate for him to succeed in saving the character. If he on the other hand was cut off and unable to reach the character then I think it's appropriate to let that character go.

Does that make sense?


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

Mott, the way you've been handling things is fine. Grace and second chances when appropriate and potential resurrection or rerolls when the former is not appropriate.

If things continue like last round, I might be making a new character too!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I think that makes sense, Patrik. And thanks, Zstelian.

I'm a little (maybe a lot) worried about this fight turning into a TPK. :(


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

Well let's not wave the TPK flag until it's time. Zstelian, potentially, did a good chunk of damage this turn and he's safe for next turn. Assuming he gets some decent healing from Kyson, he can tank this beast for at least two more turns.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Looking over the new character, Patrik, your choices seem good to me. I always like to try to have a few non-armor/weapon-type items for strange things that may come up such as a feather token or two or something in case you should run into a swarm, for instance.


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

Oh!

I didn't look before but that grapple check for squeezing damage missed Zstelian's CMD. He's 25 base, 27 with magic circle up.


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

Hrm. I have a conundrum. I'd like to take Improved Two-Weapon Fighting but Zstelian doesn't have the dex on his own. I'd plan to get a snakeskin shirt or upgrade my belt to add dexterity to it once we get to civilization (assuming we have the coin) and use that to qualify.

Would it be alright if I take Improved Two-Weapon Fighting for now and it just be unusable until Zstelian picks up the gear he's after?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Sure, I'm fine with that.


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

Cool. Thanks.

Level 9 (Ranger 8)

Zstelian

+9 HP (d10 + 2 con + 1 favored class)
+1 BaB
+1 Fort and Reflex

7 skill points

+1 perception
+1 sense motive
+1 planes
+1 spellcraft
+3 acrobatics

Swift Tracker

New Adaptation (Animal: +2 Natural Armor and Climb Speed)

Feat – Improved Two-Weapon Fighting [pending dex boost]

Kayle

+1 HD (7 HP)
+1 BaB

+1 perception

Feat – Weapon Focus [Claw]


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

On the other hand, Boon Companion will have a big effect immediately and doesn’t require me to hunt down magic items.

Who needs off-hand iterative attacks?

Level 9 (Ranger 8) mk II

Zstelian

+9 HP (d10 + 2 con + 1 favored class)
+1 BaB
+1 Fort and Reflex

7 skill points

+1 perception
+1 sense motive
+1 planes
+1 spellcraft
+3 acrobatics

Swift Tracker

New Adaptation (Animal: +2 Natural Armor and Climb Speed)

Feat – Boon Companion

Kayle

+2 HD (15 HP)
+2 BaB
+1 Fort and Reflex

+2 perception

Feat – Weapon Focus [Claw]

+2 Str and +1 Dex

+2 Natural Armor

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

So Khaz, any idea what you want to do going forward?


SR:27*:
Affects beneficial spells. Takes a standard action to lower for 1rnd, doesn't provoke.
Unusual Anatomy 50% vs crits/sneak attack
languages:
Common, Draconic, Goblin, Kelish, Orc, Polyglot
stuff:
hp 104/104hp,..................... AC 18, T- 16, FF-14, ........ Saves: F. +7, R.+8, W +9 ..................... Unusual Anatomy 50% to ignore crits or sneak attack

edit: If Saranrae wills it, who is Khaz to deny her destiny? Kyson? Could you fix this, please?


Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19
Khazmia Makuhuzdia wrote:
edit: If Saranrae wills it, who is Khaz to deny her destiny? Kyson? Could you fix this, please?

Tis done, m'Lady.

We just need to find 5000 gp in diamond dust in this gods forsaken jungle. Shouldn't be that hard, right? Maybe we can grind up Silvio teeth...they should function the same as diamond dust, right?


Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19

Last level was Dec 8th, 2013.

+1 Altar Boy of the Pressed Cassock

+7 hp (+5 class, +2 con)

+moar righteous spells

+7 skillz
----------
+1 Perception
+1 Spellcraft
+1 Kn (religion)
+1 Kn (planes)
+1 Kn (arcana)
+1 Kn (history)
+1 Sense Motive

Feat: TBD


Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19

Motte, supposing they let us in, will we have time in town to relax, craft, enjoy, do stuff? Or are we on the road again pretty quickly? It matters if I'm going to take another crafting feat or something else.

Sadly, my scribe scroll and magical cool quill have been underused for the last 5 levels and would prefer to avoid that again.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Kyson Tirc wrote:
We just need to find 5000 gp in diamond dust in this gods forsaken jungle. Shouldn't be that hard, right?

Hmm. If only you'd just found a really valuable diamond ring...

You can take a little time if you want here (assuming you get in), but the AP mostly much keeps you on the move. I'm not sure how much time you'll have for crafting...


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

There are mechanics for crafting on the road.


SR:27*:
Affects beneficial spells. Takes a standard action to lower for 1rnd, doesn't provoke.
Unusual Anatomy 50% vs crits/sneak attack
languages:
Common, Draconic, Goblin, Kelish, Orc, Polyglot
stuff:
hp 104/104hp,..................... AC 18, T- 16, FF-14, ........ Saves: F. +7, R.+8, W +9 ..................... Unusual Anatomy 50% to ignore crits or sneak attack

Khaz has yet to craft a single magical item. Perhaps not the best choice of feats on my part.


SR:27*:
Affects beneficial spells. Takes a standard action to lower for 1rnd, doesn't provoke.
Unusual Anatomy 50% vs crits/sneak attack
languages:
Common, Draconic, Goblin, Kelish, Orc, Polyglot
stuff:
hp 104/104hp,..................... AC 18, T- 16, FF-14, ........ Saves: F. +7, R.+8, W +9 ..................... Unusual Anatomy 50% to ignore crits or sneak attack

+1 level Magical Princess

+ 6 HP (+4 class, +2 con)
+1 Fort, +1 Ref
+1 Feat (still debating)

+ 3 spells known (still choosing)
2nd
3rd
4th
+ bloodline spell

+ 2 spells per day +1 third, +1 fourth

+4 skill points
-------------------
+1 Diplomacy
+1 Fly
+1 Spellcraft
+1 UMD

+ cool bloodline power

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

If you'd like to change it, Khaz, you can do so -- now would seem to be a good point. Or we can try to arrange a little more time for crafting/use the crafting on the road rules...


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10
Crafting on the Road wrote:
The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).

How long has the trip been since we shipwrecked?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Around 10 days, I think


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

So Kyson should have gotten 2.5 days of crafting time in during that time.


Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19

The issue isn't the crafting time, it was being on the 'road' without access to magical inks and supplies in order to scribe scrolls. I know its handwaved in a lot of games, but since it costs money to do, and we had no chance to buy or sell anything, it was difficult for me to have Kyson scribe on the boat and while walking through the jungle.

I would retrain scribe scroll if I could, but it might be helpful in the near future.

I'll avoid crafting, but would be nice to have a few days in town to build up a stockpile of scrolls and give Khaz time to recover her levels (rather than pay 1000gp*2).

Kyson, if he money, would also like to have his sword enchanted in town.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Honestly, you're "supposed" to move pretty quickly through this village and get to Farshore, where you will have *some* downtime. If you want to stop here obviously you can but remember that Lavinia and Co. think you're all dead and the colonists aren't likely going to be as enthusiastic about hanging out with the foreign folk. You're also likely to discover it's not actually a very big place. :)


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

We should be able to swing a day.


Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19

Lets get the diamond dust, pick up any extra murderhobos we find and get to Farshore.


Male Elf Rogue (pirate) 8/ Gunslinger 5
Stats:
AC 25,T 17, FF 18; HP 47/54; Fort +8, Ref +16, Will +5

+1 level gunslinger

+1 BAB

+1 Will save

Deeds (Gunslinger initiative, pistol whip, utility shot}

+7 skills (Acrobatics, Bluff, Climb, Craft (Alchemy), Craft (weaponsmithing), Perception, Profession (sailor))

+1 feat (weapon focus? improved feint? point blank shot? IDK)


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

Deadly Aim.


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

Mott, Kyson and I put together a loot sheet.

You can check it out here.

When you have a few minutes, do you mind taking a look and filling in the blanks. We have a few treasures without price tags and magic items that never got IDed.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Sure, I'll try to go over it tonight.


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

I cleaned up the sheet some and sorted things out. It should be really clear which items need IDing and pricing.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

This seems like a good place to introduce Patrik's new character.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Starting from the top:
The earrings are worth 50 gp.
The necklace is worth 325 gp.
The statue is worth 78 gp.
The pyramid is worth 3 gp
The silver dagger is masterwork.
The blue stone rod has no special value; it was a key for the big doors.
The golden medallion holds a pearl of power (3rd level)
The gargoyle crown is worth 7,000, but you could probably benefit from its magical abilities more (I think, though obviously that's up to you).
Bracers of armor +2
Boots of levitation
Cloak of resistance +1
A ring with a diamond worth 5,000 gp

Oh, and Heh. Found this OOC comment while I was looking through these posts: "I think this group has been at the least risk of TPK so far of any of my PBPs." I don't think this is true anymore.


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

Heh.

The loot sheet is now 100% up to date. As soon as we find civilization we'll be good to go.


Kyson Tirc wrote:
Lets get the diamond dust, pick up any extra murderhobos we find and get to Farshore.

Hey, that's slander! I'm returning home today so I will have a post up later tonight or tomorrow. Then we'll see who's the murderhobo!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

:)


@Mott: Could you place Silvio as an NPC/Inactive for this campaign?

Can a paladin use wands? I've bought a Wand of Cure Light Wounds to refill our supply.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Will do (and will update shortly).

Paladins can use wands. Call it a couple wands; we'll say the church threw one in extra for you, having heard of the group's adventures before departing.

And Kyson, you made me laugh out loud.


I did too :)

And thanks for the extra wand!


Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19
Kyson Tirc wrote:

Last level was Dec 8th, 2013.

+1 Altar Boy of the Pressed Cassock

...

Feat: TBD

Feat: Channel Smite.

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