Mystery of the Keepers (Inactive)

Game Master DireMerc

Razmir the man known as the living god is making his move expanding into neighboring nations. It seems nobody can stop him as his power truly seems to be that of a god. A select few know the secret of his power and are taking steps to end his rule with the help of another who wields the same power as Razmir. Sazed Khaim a member of the old order of the keepers.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: Everyone have fun.

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."

Link to images


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-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik has a ring of protection but the cloak or amulet would be valuable.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

you should take the cloak Erik... I'd like it but my saves are better than yours so you should get it. I'm good with the amulet as my share.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Ok. I'll take the cloak. What else needs dividing?


Male Professional Dosser 14/Rules Lawyer6

2 potions, the amulet and the ring. If Bleyz takes 1 of the permanent items, I'll take the other.


when your all set just post saying you go to the pathfinder lodge to see Sazed.


Male Professional Dosser 14/Rules Lawyer6

Ok Erik gets the cloak, Bleyz the amulet, how about Devhyn gets the ring? Might save his life.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Go ahead and take the ring.

I consider the stuff I'm breaking (the wand, undead-related spells) to be my loot.

I think we should sell the metamagic rod. We can either divide the proceeds or use them to pay for the enchantment for Erik's sword.


Male Professional Dosser 14/Rules Lawyer6

No, I really think you should have it as your quite a bit squishier than me.

Btw, are we going to be levelling up?

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Okay, if you wish, I will take it.

Is everyone okay with selling the rod to pay for Erik's weapon upgrade?


Not right away, I'm going to be using an adventure path I found as the next section of this adventure and it begins at level 6 so you're right were you should be atm.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

I'm also going to sell my greatsword (25gp).

Is it possible to pay someone to tell me about Splendarglar, as I don't think we ever explained what it does?


Hmm do you remember were you got it?


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Feb 24th real time.

Around the gelatinous cube I think.

I may have missed it as other things were happening on real life...


This +1 battleaxe sheds blue light like a torch and bears the inscription “Splendarglar" or Glintaxe in dwarven.

Found floating in the gelatinous cube with the bones of a dwarf good call.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Is that everything it does? If so I'm leaning towards selling it, unless someone else has a better idea?


Male Professional Dosser 14/Rules Lawyer6
Devyhn Rhyker wrote:

Is everyone okay with selling the rod to pay for Erik's weapon upgrade?

That's fine by me.

I bought a light crossbow and some bolts (no hanging around uselessly in a ranged combat scenario, I can actually contribute beyond looking pretty). I'll have a look at my potions/scrolls/wands and decide if I need to get something else.


Yes that is all it does


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

I make a +1 battle axe cost 2310 gp so can sell for half. Is that right?


Yep


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Great. With Devyhn's contribution I'm up to nearly 5000 gp.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

The rod is worth 12,000, selling for half at 6,000. Add that to your total as well, Erik.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

any chance of snagging 700 gp? I have 100 gp currently and want to buy a belt of tumbling (800 gp). If not, don't worry about it... but it would be nice to have.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

I'm still a couple of thousand away from a sword upgrade. I have the rod of cancellation still, but I think that could be very useful so don't want to sell it.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

I can sub you a thousand or so.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Thanks for the offer Achren. However, I don't think spending all our gold on a sword upgrade is necessarily the best plan.

So, we've got nearly 11,000gp between Devyhn's sales and the spare loot I've sold off.

I was thinking about a composite longbow. What does the party need?

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

We need another CLW wand. Our current wand has one charge left.

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

I have a wand of cure light wounds


I'm always willing to accept you saying that you spend one spell a day to recharge that staff of healing

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

I can do that. Is 10 charges the maximum, or was that just the number of charges it had when it was given to us?


10 maximum


Male Elf Wizard 8
Status:
HP 56/56 | AC 20 | T 15 | FF 16 | F +5 | R +8 | W +6 | Init +10 | Per +10

So, any of the +4 enhancement buffs any party members would like Lyall to have on hand?

He's got some free 2nd level slots.


Male Professional Dosser 14/Rules Lawyer6

I'm looking at getting hold of restoration.
Since none of us are high enough level, and only Devhyn has it on his spell list, the best way to get hold of it is to get a wand.
A fully charged wand would be too expensive at 21000gp, but what if we get a partially charged wand with say 5 charges?, that would cost us 2100gp. I can't see us needing more than that.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

or maybe some scrolls?

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

Arkon has lesser restoration memorised and can devote more slots if needed.


Male Elf Wizard 8
Status:
HP 56/56 | AC 20 | T 15 | FF 16 | F +5 | R +8 | W +6 | Init +10 | Per +10

I have a question, how'd you get Arcane Strike on a Druid, Arkon?

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

Trait that gives me an spell like ability Arcane spell - cantrip. (Wendifa Apprentice).

This qualifies for the needing arcane spell casting part and the CL for the spell is the same as my level or I can just use my standard cl to calculate the increase in damage as CL rises.

It's detailed in the forums that SLA's qualify for arcane strike.


I actually hadn't notice it when I checked before.

By RAW what he says is correct SLA's count as arcane spells by default unless they can only be divine in which case they are divine. This is a ruling I dislike mainly because people use it meet the requirements for things they would need to be a caster for like this. Arcane strike is not a big deal really if it was a prestige class like mythic theurge you were using a spell like ability to get into I would Veto it but so long as it's just arcane strike I'm ok with it even thought I personally don't like it.

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

Just to make sure you know, in my allosaurus wildshape this means if I use arcane strike which is a swift action, and then charge -> Pounce I get 5 attacks and EACH attack has +2 Damage and counts as magical. With power attack I get -2 TH and +4 Damage on each attack.

So each of the 5 attacks would get +6 Damage.

I can then get pummelled to death as my ac is lower but that's beside the point.

I figure your used to scaryness with Achren flying around but..


Male Elf Wizard 8
Status:
HP 56/56 | AC 20 | T 15 | FF 16 | F +5 | R +8 | W +6 | Init +10 | Per +10

Hmm... I'll just go with bull's strength to boost that a little bit more then, shall I? :P


Fair enough just lookout for my boss fights I get a little creative myself sometimes :)

I'm gonna relax things a bit for a while thought that last boss fight was a bit much lol. I made a monk/rogue/assassin who used crane style to defend while studying his target. When he didn't have time to study he would just do a flurry of blows making his first attack a stunning fist.

That and he had a flying necromancer as support.

Ah good times

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

I read that fight i saw what you did to the inquisitor.. also crane style h as been nerfed now only gives situational ac bonus not miss 1 attack.
And bulls strength just seems useful or something to keep yourself out of danger.


Hmm, yes they did change it...I wasn't aware of that...that's too bad it was one of my favorite things for the monk.

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

High ac monks with stunning fist and sneak attack... bleh...


Male Elf Wizard 8
Status:
HP 56/56 | AC 20 | T 15 | FF 16 | F +5 | R +8 | W +6 | Init +10 | Per +10

They overnerfed it so hard that it broke the rest of the Crane chain. :P


Male Professional Dosser 14/Rules Lawyer6
Bleyz wrote:
or maybe some scrolls?

I considered scrolls, but you have to be high enough level to cast that level of spell and have it on your spell list to be able to cast it without failure. Devhyn has it on his spell list, but is not high enough level (in fact none of us are), and Akron does not even have it on his spell list.

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

True that... guess we'll have to keep Devyhn alive.

Grand Lodge

Oread (Mostly Human) Druid 1 (Saurian Shaman) HP: 24/24|AC:19|T:13|FF:16|CMB:+6|CMD:18|Fort:+5|Ref:+3|Will:+7|Init:+2|Perc:+9 |Stealth+8 Wildshape 0
Orz:
Orz Velociraptor 2HD HP: 30/30|AC:21|T:15|FF:16|CMB:+2|CMD:16|Fort:+6|Ref:+7|Will:+2|Init:+4|Perc:+5 |Stealth+12

Cos everyone else has rolled their hp's rather than taken half plus one

HP's: 5d8 ⇒ (3, 4, 6, 7, 5) = 25

and I get exactly the same...


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Sorry, got caught with offline life.

Have we finished a shopping list?


Male Elf Wizard 8
Status:
HP 56/56 | AC 20 | T 15 | FF 16 | F +5 | R +8 | W +6 | Init +10 | Per +10

I got a fair load of Knowledge skills and I imagine others have them too, any skill checks we might make to know extra things about the city before heading out?


History can reveal some information about the city, I'd also accept geography or local for info on the island.

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