OGGM's Fortress of the Stone Giants (Inactive)

Game Master Jeff Przybylo

Having pacified the Hook Mountain region, our heroes learn of an impending attack on the town of Sandpoint, where their adventures began only a year ago...


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Did I lose anyone? Awfully quiet...are we just waiting for things to break loose?

Grand Lodge

Sorry, this fell of my list. I'll catch up and post.

Grand Lodge

Weird. The in-game thread is not showing up even after I posted.


Female Gnome Sorcerer 13, hp 80/80, AC 17|T 13|FF 14, F +9|R +9|W +11, Init +2, Perception +16/21/23, low-light vision, darkvision 60 ft, see invisibility
skills:
Bluff +22, Craft (tattoo) +8, Diplomacy +25, Fly +14, Linguistics +3, Perception +16, Spellcraft +17, Use Magic Device +22

Dax, I had that happen to me too with another thread. Turned out that for some reason it was showing as hidden. What I had to do was find the thread in a list of threads, with the 'show hidden' option enabled, then 'un-hide' it.

Hope that makes sense and solves it for you!

OGGM, my bad, was just waiting for things to 'break loose' as you say but that's no excuse! *feels shame* I will go and post now!!

Grand Lodge

Tried that. Didn't work.

Just tried it again. It worked. Thanks for suggesting it. I probably wouldn't have tried it again if you hadn't.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

2016 could not pass fast enough, really.....


Lym Blackhand wrote:
2016 could not pass fast enough, really.....

Truth...


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

It started well for me, but it grew consecutively worse for all of us. :-/


Tomaru did I miss something? You should have taken 83 damage from both failed saves. That would put you at -3, unless there is some protection I've forgotten. Of course that would mean the the channel energy would not go off.

Grand Lodge

You are right. I forgot about that necklace of fireballs from that kobold. It ate through my False Life effect. I'll correct my post.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

You know, I was curious about that too. But then I looked on Tomaru's sheet and you've got 95 Hp's listed on your alias.

So then I was thinking, "Oh he's good, he should be at 12."

But now I'm unsure completely but I thought I'd throw it out there. :P


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Tomaru wrote:
Did everyone note the 18 points from a channel energy just after meeting Conna?

I actually did not. My bad, dude. Man thanks for the heads up. I'm pretty sure I read it and went, "Oh cool, I gotta remember to get that noted" and then I go off and do something else and completely forget. So sloppy.

Got it now though. Thordak's at 125 currently. Which will help with 83 damage that he's about to get blasted with. :P

Grand Lodge

Tomaru has 80 hit points and False Life accounts for the rest. I actually need to reroll that number anyway.


It really helps to keep the HP (and other status items) on your header up to date. That being said, I never remember to do it on my characters either.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Old Guy GM wrote:
It really helps to keep the HP (and other status items) on your header up to date. That being said, I never remember to do it on my characters either.

Yeah I can never remember that crap either. That's why I always put it on my post. It's then far easier to go back and see where I'm at Hp's wise.

Personally I've never really liked updating hp's on that thing. One reason is because it's a big annoying hassle to constantly go in and edit all the time. I'm a huge non-fan of annoying hassles.

Another reason is: Say you remember to update it. You live through the combat, you get healed to the point of where your down... let's say 10 hp's and your like, "I'm good". Well a month goes by in real time and you haven't had any encounters and you've totally forgotten about your pc being down 10 hp's. So the next time you enter combat, you look up at your stat line and you're like, "Oh man, I'm down 10 hp's. Really?! From where?!" And just to make sure you're not cheating, you have to scroll back and wonder why you're down 10 hp's because it bugs the crap out of you as to why you DON'T KNOW!

Man I hate that. :P

Now, the rest of the stats up there are fine because they don't fluctuate like hp's do so it's no biggie.

Anyway, like I said, I always put it on my post because it's a 1000 times easier to click on your alias and then click on the "posts" tag and just scroll through a few posts and see it at the bottom of the page.

Easy peasy. :)


That may be the way to go. I always use the header as a GM to keep an eye on status of the players. I'm wondering now if we should go with a status bloc in the posts.


Female Gnome Sorcerer 13, hp 80/80, AC 17|T 13|FF 14, F +9|R +9|W +11, Init +2, Perception +16/21/23, low-light vision, darkvision 60 ft, see invisibility
skills:
Bluff +22, Craft (tattoo) +8, Diplomacy +25, Fly +14, Linguistics +3, Perception +16, Spellcraft +17, Use Magic Device +22

I prefer the status update at the end of a post, as Monsieur DeLeon indicates, it's somehow much easier to check a character's posts (usually as you are already looking over their options on their character sheet!) than it is to edit the profile frequently :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Lym Blackhand wrote:
"Not so stupid, perhaps, if you plan to stand in front of us as a living shield," Lym mutters under her breath.

Lol!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Hey, OG, I'm basing my reach off of this:

Reach

Seeing how my weapon is large I figure it's at least a minimum of 15' reach. If not then just move me 5' closer and then I'll be within 10'. Thanks.


We actually have always played that a 1 on a confirm roll doesn't matter. I just re-read the rules on that based on Thordak's comment and I see we were wrong. We were under the assumption that it wasn't an attack roll, but it is! Learned something new today.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Tomaru wrote:
I do but I'm trying to keep Thordak alive right now. Aurora?

Lol! Man that's true. He is getting creamed out there. I've GOT to get his AC up higher because this is just to easy for the bad guys. It's not even a challenge. A roll of a 2 is a hit every time. And that goes for pretty much all the attacks! Sad. Not gonna survive long at that rate.

Aurora Ulfurdottir wrote:
[dice=Tattoo SLA dispel magic] 1d20+11+3

Really? Okay now THAT'S a cool ability.


Female Gnome Sorcerer 13, hp 80/80, AC 17|T 13|FF 14, F +9|R +9|W +11, Init +2, Perception +16/21/23, low-light vision, darkvision 60 ft, see invisibility
skills:
Bluff +22, Craft (tattoo) +8, Diplomacy +25, Fly +14, Linguistics +3, Perception +16, Spellcraft +17, Use Magic Device +22

Have to say the tattooed sorcerer archetype has a lot going for it :)

The icing on the tattooed SLA is that it's cast at +2 CL, so ideal for dispel magic!

I'm really enjoying playing Aurora from both a crunch and fluff perspective, and there's plenty left in her bag of tricks yet :p


Javell DeLeon wrote:
Tomaru wrote:
I do but I'm trying to keep Thordak alive right now. Aurora?
Lol! Man that's true. He is getting creamed out there. I've GOT to get his AC up higher because this is just to easy for the bad guys. It's not even a challenge. A roll of a 2 is a hit every time. And that goes for pretty much all the attacks! Sad. Not gonna survive long at that rate.

I don't know how much higher-level Pathfinder you guys have done. One thing we have found here at home is very plain: the Bad Guys hit very hard as you level up. The to-hit bonuses get very high, especially so for creatures like giants with high STR. You do not have a front line AC 'tank' in the group. While Thordak is a huge bucket o' HP, he's easy to hit. I'm thinking you guys can handle it - especially against giants - but it will be interesting.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Against giants Thordak's AC is what I would call "normal". He was built to fight those guys. Against everything else though... just not good.

I've played a 14th level gunslinger with a 34 AC and an 20th level monk with a 58 AC(That dude was awesomely unhittable). BUT, they were both built to level(or very close to it if not) so that makes a huge difference.

I think I came in this game at 7th or 8th level, so, coming in a game at 14th level and higher obviously gives you a TON more cash to work with and you can build a better pc.

It goes without saying it's far easier to build a stronger pc at higher levels. In my experience, building a pc at higher levels(at least 10+) compared to building it from 1st level up differs greatly. Typically, the 1st level guy won't be nearly as powerful.


That's interesting you say that. All we do here at home is run APs - so we always start at 1st level. I've always found that the builds from lvl 1 are better overall. Of course we've got 25+ years experience (each) so it makes for a lot of good PCs. Most of us plan the character we want from the beginning AND coordinate with the others to get a decent party out of it.

One thing I try to pay attention to as a Pathfinder GM is loot level. You absolutely have to keep players on par with the opposition, or it's a short campaign. I think we are in decent shape here, but I'm open to feedback on that one.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Old Guy GM wrote:

That's interesting you say that. All we do here at home is run APs - so we always start at 1st level. I've always found that the builds from lvl 1 are better overall. Of course we've got 25+ years experience (each) so it makes for a lot of good PCs. Most of us plan the character we want from the beginning AND coordinate with the others to get a decent party out of it.

One thing I try to pay attention to as a Pathfinder GM is loot level. You absolutely have to keep players on par with the opposition, or it's a short campaign. I think we are in decent shape here, but I'm open to feedback on that one.

Man I totally agree. I was in this one game on the boards a few years back and at one point we reached... 5th? 6th level? One of the two anyway. And out of a 6 character party, at one point we had "1" - yes count it "1" - magical weapon among the lot of us. I kid you not.

Only when a couple of players decided to bring in new characters THEN we had more magical items.

There's was another game I was in and I had just under 10,000g worth of items at 7th level. 7th level wealth is 23,500. Typically, I don't really care too much about the whole wealth bit. But I do know that Paizo's AP's EXPECT the pc's to be at a certain wealth and power at certain times and they build the AP accordingly. I mean, that's just the Paizo way. And I knew my pc wasn't going to last because I practically had nothing.

That stuns me your RL group does so well starting from 1st. Not that it never happens but way more often than not my pc is way behind the WBL curve. Way more often.

Catch 22 for me utltimately. I don't really sweat the wealth part of it but I also know if my pc possesses 5th level wealth at 15th level and at some point I don't bring it up, he's pretty much toast. And let's be honest, probably doesn't make it to 15 level. :P


We only do so well because we try to keep an eye on it. Kingmaker is notoriously low with wealth level, so my players decided to turn their kingdoms main export into magic items for crusaders heading north. With some regulation, we kept it to standard WBL for them.

In other cases, you don't get to spend loot due to some circumstance in the AP. In Legacy of Fire, there were at least 2 books were you couldn't buy anything, so we couldn't get any better until finishing those areas.

You are dead-on about the wealth part, If you don't have it, you aren't going to make it. I believe characters should have heroic stuff to match heroic deeds, if that makes sense. I still kind of regret the whole Mule Cords issue we had when you first came on. Not really sure what I was thinking then.

All this being said, please make sure to point out if you feel we are too far below WBL for you guys. The AP only gets nastier from here.


Another question: do you think the problem is a boards vs RL game issue? I'd be curious to hear all of your opinions on that. My thoughts are that the pbp games are very under the WBL limit.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Old Guy GM wrote:
We only do so well because we try to keep an eye on it. Kingmaker is notoriously low with wealth level, so my players decided to turn their kingdoms main export into magic items for crusaders heading north. With some regulation, we kept it to standard WBL for them.

That's a good idea. Keeping tabs on it is definitely a good idea.

OGGM wrote:
In other cases, you don't get to spend loot due to some circumstance in the AP. In Legacy of Fire, there were at least 2 books were you couldn't buy anything, so we couldn't get any better until finishing those areas.

This is one of the main reasons I'm a bit stunned you guys do so well. Simply due to this very fact. You either have no place to buy stuff OR there's no real downtime within the AP to craft anything. On top of that, and like you said above, some of the AP's just flat out don't do well at WBL.

OGGM wrote:
You are dead-on about the wealth part, If you don't have it, you aren't going to make it. I believe characters should have heroic stuff to match heroic deeds, if that makes sense. I still kind of regret the whole Mule Cords issue we had when you first came on. Not really sure what I was thinking then.

Don't at all, bud! It's all good! Heck, I had actually forgotten all about the crazy thing. :P

Old Guy GM wrote:
Another question: do you think the problem is a boards vs RL game issue? I'd be curious to hear all of your opinions on that. My thoughts are that the pbp games are very under the WBL limit.

Now that you mention it, I think it very well could be a boards vs. RL issue.

For the simple fact is that I think in RL it's far easier to work this kind of stuff out. Mainly due to the fact you know the people your playing with personally and you can work it out as you need to because you're all together in one place, whereas, you can't get to that same level on the boards.

Also, you can obviously cover a lot more ground in one sitting in a RL game than you can a pbp game. What gets accomplished in several months on these boards can probably get accomplished in one sitting in RL. Three months from now it's hard to remember as a DM(and a player for that matter, especially if something hasn't been noted on said character sheet) what the heck's been handed out and what's not.

It's far easier to settle that over a table than a computer.

Just my two cents. Keep the change, folks, you'll need it more than me. :) (p.s. That's not true, really, I'm just trying to be nice. I'll take the change if y'all really don't want it.) ;P


We keep a 'loot list' one player is in charge of it. That way we know exactly what's left to sell. Items that we can use are distributed immediately. The guy who normally keeps the list ahs done ti so often that he knows precisely what things cost at 50% sell rates. That +1 bane sword? Got it. Scroll with 3rd level spell? Got that. And so on. Speeds up the 'Admin Phase' as we call it.

As far as crafting is concerned, we almost always have someone who has a skill or two. We try use reason for how much time something takes to craft, but we don't keep track down to the minute.

IMHO, you are spot-on about why it's easier in RL to keep track of WBL. You can settle it instantly at the table!


Ok, well done! The sisters were pretty tough, I thought. Hopefully you felt the 'bossness' of them.

More importantly....welcome to level 12!


F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

Cool!

How are we doing hp? I forget.


half +1


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

*DING!* LEVEL-UP!

I'm taking another level in Wizard (Evoker), moving to Evoker 6 / Cyphermage 6

HP: 3 + 1 + 2 (Con.) +1 Toughness = 7, for a total of 82

Base attack +1 (+6)

Fort. +1 (8)
Ref. +1 (7)
Will +1 (13)

Ability point: to Int., getting me Int. 20.

Magic: additional slots for 5th and 6th.
Learning Greater dispel magic and Mass bull's strength.

Intense spells: bonus to Evocation spells increases to +3.

Skill points: 2 + 5 (Int.) + 1 favoured class = 8

+1 Knowledge (arcana) (20)
+2 Knowledge (planes) (14)
+1 Knowledge (religion) (17)
+1 Linguistics (16) - learning Auran
+1 Perform (wind instruments) (5)
+1 Sense motive (10)
+1 Spellcraft (20)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

12th? Awesome! And yes, the sisters were annoyingly tough. At least in my opinion. Mainly due to the fact that they were unhittable(for me anyway) and had no problem hitting easily(against me anyway). :P

Thordak would really like one of those +2 rings. That would be kind of useful. He's got a +1 so it's not a HUGE leap by any stretch but it's something. *Shrugs*

Also a falchion. Just for "probably" sake.


F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

Praxim also has a +1 only, though bad guys don't usually make it close enough to hurt him.

Grand Lodge

Don't mind you taking those items. Already have a headband, so there's nothing for me there.

Taking a level in Cleric (now Cleric 12)
Hit Points: HD +5, Con +13, Toughness +1; new total 99
Base Attack: +1
Saves: Fort +1, Ref +1, Will +1

Skills:
Class +2, Race +1, Favored Class +1= 4
+1 Diplomacy
+2 Knowledge (Religion)
+1 Spellcraft

Abilities:
Dimensional Hop: +2 5' increments; total 24 x 5'/day

Spell Slots: Lvl 5: +1, Lvl 6: +1; new totals 4/6+1/5+1/5+1/4+1/4+1/2+1


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

@Praxim: Hey, there's two +2 ring of protections. Take one.


F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

Only if at least one of our frontline folk don't need it.


Female Gnome Sorcerer 13, hp 80/80, AC 17|T 13|FF 14, F +9|R +9|W +11, Init +2, Perception +16/21/23, low-light vision, darkvision 60 ft, see invisibility
skills:
Bluff +22, Craft (tattoo) +8, Diplomacy +25, Fly +14, Linguistics +3, Perception +16, Spellcraft +17, Use Magic Device +22

Yup that was definitely a suitable boss fight, started to worry once they didn't drop from lots of damage and then started healing!

12th level huzzah! Tis the highest I've reached :D

OGGM, would you consider allowing Aurora to learn chains of fire? It's essentially chain lightning but doing fire damage instead. It's technically a racial spell (Ifrit only) but no harm in asking and seeing if Aurora can leverage the fire in her blood :)

Grand Lodge

Right now, Praxim, Thordak is our front line. Barring any summons the next in line is you. Tomaru comes in at third or, if he doesn't have time to buff, fourth after Lym. Aurora is focused artillery and the end of the line. So you take the other ring.

Speaking of Aurora. Congratulations! Higher level play is rather different than what came before. No matter what, don't forget to have fun. Play your character as the potent death dealing machine that you envisioned her as from the start.

Game on!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Dax Thura wrote:

Right now, Praxim, Thordak is our front line. Barring any summons the next in line is you. Tomaru comes in at third or, if he doesn't have time to buff, fourth after Lym. Aurora is focused artillery and the end of the line. So you take the other ring.

Speaking of Aurora. Congratulations! Higher level play is rather different than what came before. No matter what, don't forget to have fun. Play your character as the potent death dealing machine that you envisioned her as from the start.

Game on!

THAT'S true. A serious "death dealing machine" for sure. Man she is just freaking awesome.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

148 hp's.

Taking this rage power: Elemental Blood, Greater (Su): While raging, the barbarian gains a special movement type or bonus based on her chosen element: acid grants a burrow speed of 30 feet, cold grants a swim speed of 60 feet, fire grants an increase of 30 feet to her base land speed, and electricity grants a fly speed of 60 feet (good maneuverability).

Acrobatics, Survival, Perception, Climb: all +1

+1 to Con


Female Gnome Sorcerer 13, hp 80/80, AC 17|T 13|FF 14, F +9|R +9|W +11, Init +2, Perception +16/21/23, low-light vision, darkvision 60 ft, see invisibility
skills:
Bluff +22, Craft (tattoo) +8, Diplomacy +25, Fly +14, Linguistics +3, Perception +16, Spellcraft +17, Use Magic Device +22

Aw *points toe on floor with hands behind back* Aurora would blush if she could hear you ;)

Also thank you for the advice, I'll keep on keeping on with her somewhat obsession-like love for fiery things :D

+1 BAB
+6 hp
+1 Fort
+1 Ref
+1 Will
+1 5th level spell slot
4 new 6th level spells slots :D
+1 6th level spell known (pending)
+1 INT: language (dwarven)
+1 perception
+2 spellcraft
+3 diplomacy
+2 bluff
+6 Use magic Device
+1 linguistics (giant)
+1 craft (tattoo)


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

You could take Chain lightning and pick up an Elemental spell feat or one of those Elemental rods next level.


F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

Or the contagious flame spell. It looks cool and fiery.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

True, but it's important to mix up your elements, especially when dealing with enemy spellcasters. A combo of scrying and protection from elements can really mess us up, as the dragon already demonstrated.


Everyone all leveled? Ok, onward!


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

I'm filling my empty slots with Ball ice (cold ball lightning) and Greater dispel magic, guys.

Grand Lodge

I went with Wall of Stone and Summon Monster VI.

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