OGGM's Hook Mountain Massacre (Inactive)

Game Master Jeff Przybylo

This a continuation of Varisian Chronicler's RotRL Campaign


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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
Dax Thura wrote:
Tomaru has Teleport. Can't he help Lym with the Scrolls of Teleport? He can port himself and three others at 11th level.

Since Tomaru is a Cleric and Lym is a Wizard, I'd say no, myself. ^_^ Shadow Walk should serve well enough - unless I swap it out for something else. It'll shave a lot of time off our travels, and I can get us all with one casting.


Praxim wrote:
GM, would you be okay with Praxim taking the Leadership feat?

Normally I say no, but what are you thinking? We will be down one, so I'm open.


Male Workaholic, level 10
Javell DeLeon wrote:

@Alex: I was just looking at Kellen and, dude! you're missing 2 feats.

You're a 4th level fighter currently. A fighter gets a bonus combat feat at 1st level, 2nd level, and 4th level.

Now, from levels 1 - 10 in any class you get 5 feats. So far we're up to 8 feats total(3 of them having to be combat).

And lastly, you're Human. So that's also a 1st level bonus feat.

You've got 7 feats listed and you should have 9.

And once you level up, you should have 10.

As far as I can tell from your sheet, you're just a typical fighter with no archetype so you wouldn't lose any feats in that regard. And it doesn't look like you took the human racial trait to where you get a +2 to two abilities. It isn't listed anyway so you don't lose your Human feat on that one either.

So unless I'm missing something(which is highly possible) you've got 3 feats to choose now that we're 11th level(Some of them have to be combat feats due to your fighter levels so watch for that).

Actually, after double checking, all of your feats save 2 are combat feats so you can choose any feats you want on those others.

Looking at this: I have (8) feats total right now (w/o leveling). I started with two levels of Rogue before Fighter, but I think I see the error.

So, standard feat advancement is: 1,3, 5, 7, and 9.
Fighter bonus feat would be at: 1,2, and 4.

It looks like when I leveled Fighter, it was at total levels 7 and 9 - so I mistakenly took the combat feat as a substitute instead of in-addition to the standard feat at level 9. So I am missing one standard feat, plus one more for the jump to level 11.

The racial bonus was added to Dex - its noted there.

I am also leaning towards Rogue overall.


Male Workaholic, level 10
Dax Thura wrote:
What's going to happen with Rhianni now? If she's going to fade away, maybe she can become a Black Arrow.

That sounds like a good solution.


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

Might I recommend the Mobility feat for Kellen?
If flanking is the name of the game, you may need it to get into position.


Male Workaholic, level 10
Lym Blackhand wrote:

Might I recommend the Mobility feat for Kellen?

If flanking is the name of the game, you may need it to get into position.

With an extra feat to spare now, I certainly welcome the suggestion.


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;
Old Guy GM wrote:
Praxim wrote:
GM, would you be okay with Praxim taking the Leadership feat?
Normally I say no, but what are you thinking? We will be down one, so I'm open.

I was thinking of some sort of wild-shape focused druid, probably taking a domain rather than an AC just to keep the number of allies to a minimum.

Although I do have an absolutely hilarious dwarven bear shaman with a 5 Charisma I made for a one off (his bear animal companion had more personality and personal expression than he did).


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
Alex Martin wrote:
Lym Blackhand wrote:

Might I recommend the Mobility feat for Kellen?

If flanking is the name of the game, you may need it to get into position.
With an extra feat to spare now, I certainly welcome the suggestion.

:D Heck, you could get Mobility and Spring Attack! Live the dream! It's a classic Rogue combo.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Alex Martin wrote:


So, standard feat advancement is: 1,3, 5, 7, and 9.
Fighter bonus feat would be at: 1,2, and 4.

Correct. You have 8 total there. But you also get a bonus feat for being human at 1st level.

That would give you 9 total.

And when you level, 10. :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Lym Blackhand wrote:
Javell DeLeon wrote:

Level 11. That is pretty freaking cool.

@Lym: NOOOO! Not Maximize! Iron Will! Iron Will! Just thought I'd throw my opinion out there in a calm and collected fashion is all. :)

Oh? How so?

Javell Deleon wrote:
I'd say the Headband goes to Lym. It helps with the DC of her saves. Of course, the arcana bit is useless for her seeing how she's already maxed out ranks in it. BUT she wouldn't have to add any more.
I kind of already have a Headband of intellect +2... Maybe it'd be a better fit for Thordak? ;)

Lol! You know, he might just take you up on that(Because that could turn out to be some pretty crazy stuff when a Know(Arcana) pops up). ;)

Honestly, it's all good to me. It's strictly more of a personal preference. But looking at it, your Will save is pretty dang good(which mine are typically NOT due to the fighter types I always play). I'd probably lean more toward Great Fortitude in that regard more than Iron Will seeing how it's lower.

I say rock on with Maximize. Because that could get real nasty for the bad guys and I'm all for that. :)


Male Workaholic, level 10
Javell DeLeon wrote:
Alex Martin wrote:


So, standard feat advancement is: 1,3, 5, 7, and 9.
Fighter bonus feat would be at: 1,2, and 4.

Correct. You have 8 total there. But you also get a bonus feat for being human at 1st level.

That would give you 9 total.

And when you level, 10. :)

Probably means I forgot to add the additional feat at levels 7 & 9 in addition to fighter feats as I mentioned above. In any case, means I have two feats to use with the leveling.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Two or Three? I only counted 7 feats listed on your sheet.

But it's highly possible I've missed something somewhere and if that's the case then carry on my good man! Nothing to see here.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

What is the roll for a Cure Moderate potion? 2d8 + what?

And Cure Serious also?


Male Workaholic, level 10
Javell DeLeon wrote:

What is the roll for a Cure Moderate potion? 2d8 + what?

And Cure Serious also?

CMW: 2d8 points of damage + 1 point per caster level (I believe its +3)

CSW: cures 3d8 points of damage + 1 point per caster level


This is my bear shaman character. I would obviously lower him to 9th level.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Alex Martin wrote:
Javell DeLeon wrote:

What is the roll for a Cure Moderate potion? 2d8 + what?

And Cure Serious also?

CMW: 2d8 points of damage + 1 point per caster level (I believe its +3)

CSW: cures 3d8 points of damage + 1 point per caster level

Thanks!

I've got potions for both of them so that's why I was asking. I'm not sure on the Caster Level for them both.

I was thinking the CMW was +3 but just flat out wasn't sure.

The CSW though I've zero idea. I'm not sure I've ever actually used one to be honest. If I have I can't remember.


Male Workaholic, level 10
Javell DeLeon wrote:

I was thinking the CMW was +3 but just flat out wasn't sure.

The CSW though I've zero idea. I'm not sure I've ever actually used one to be honest. If I have I can't remember.

If we are talking potion versions for both, then per this table, the levels are 3 and 5, so:

CMW should be 2d8+3
CSW should be 3d8+5


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

That's it! That's what I needed.

Thanks!


Male Workaholic, level 10

So, first pass for review for all parties involved and potential sales:

wand of enervation (11 charges): SELL @ 21,000 x 1/2 = 10,500gp
headband of vast int +2: SELL @ 4,000 x 1/2 = 2,000gp
Sihedron Medallion (2) - Keep these for now?
mwk earthbreaker - THORDAK
spellbook: all necromancy 1st - 4th - LYM?
wand of scorching ray (22 charges) - I would think we should keep - TOMARU or LYM
+1 keen dagger: KELLEN
mwk dagger: SELL @ 302 x 1/2 = 151gp
32 +1 arrows: PRAXIM or KELLEN for use with bows
12 +1 giant bane arrows: KELLEN, since it sounds like PRAXIM can't use.
+2 light fortification studded leather: KELLEN will keep if no one else can use; trading in other armors in exchange (see below)
+1 longsword: SELL @ 2,315 x 1/2 = 1,157gp or give to BLACK ARROWS
+1 composite longbow (+2): SELL @ 2,600 x 1/2 = 1,300gp or give to BLACK ARROWS
belt of incredible Dex +2: PRAXIM
cloak of elvenkind: KELLEN or give to BLACK ARROWS?
boots of winterlands: TBD, but we keep
+1 amulet of natural armor (this was found with Lamatar): SELL (if he doesn't want it) @ 2,000 x 1/2 = 1,000gp
+1 cloak of resistance (this was found with Lamatar): SELL (if he doesn't want it) @ 1,000 x 1/2 = 500gp
+2 Chain Shirt (in Kellen's stash): SELL @ 4,250 x 1/2 = 2,125gp or give to BLACK ARROWS
+1 Hide Armor (in Kellen's stash): SELL @1,165 x 1/2 = 583gp or give to BLACK ARROWS
Masterwork Crossbow (Kellen will trade in lieu of the bow): SELL @350 x 1/2 = 150gp

650 gp in onyx gems
gold and pearl ring (300 gp)
silver necklace (200 gp)
art objects, weapons, gems, trade goods worth 10300 gp in all

SELL all these items = 11,450gp

scroll of Sihedron sacrifices: Lucrecia carries a single scroll in a smallscroll tube on which she has listed every citizen of Turtleback Ferry who received a Sihedron tattoo from her as “favorite customers of Paradise.” Kaven’s name is on this list with a circle around it. The list itself bears only this intriguing header: “Those who have agreed to grant their greed to the master’s need.”

*Give this to the Mayor for his information?*
--------------------------------------------------------------------

Feel free to opine or if I mispriced anything or miss-assigned.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Also these items:

Earthbreaker (40g)(This is one Thordak already possesses)
Vicious trident (11,030g)(I just can't afford to add any more damage to myself. Way too costly).

I'm in strong favor of the Cloak of Elvenkind going to Kellen.

All the stuff with "give to Black Arrows" or "Lamatar" written in it, I'm for either keeping or selling.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

The Wand of Enervation is actually 4,620g. Half would be 2,310.

Wands are actually based off the number of charges they possess when it comes to cost. If it had all 50, then 21,000g would be its cost.

And I'm slightly tempted to actually keep the Headband for roleplay purposes but ultimately it is truly pointless. :P

Back to the wand though. Heck, I think we should keep it. That could be real devastating to some baddies along the way. At least 11 more times as long as it hits.

Of course it might be evil to use it I have no idea. I practically never use them.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

And I believe, if I'm not mistaken, all of this stuff...

650 gp in onyx gems
gold and pearl ring (300 gp)
silver necklace (200 gp)
art objects, weapons, gems, trade goods worth 10300 gp in all

...is sold at cost?

Can someone correct me if I'm wrong on this? I feel like I've run into this situation before but can't remember exactly how it panned out.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I was working on Thordak in herolabs and noticed I had 3 attacks listed under my weapons. I'm like, "Ugh, I still have Haste checked."

Of course I go over there and notice I don't have it checked and realize, "Oh! That's right. We actually get 3 attacks a round now." Duuuuh. Pretty freaking awesome though.


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;

First time for me.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I was torn between these feats:

Toughness(more hp's is never a bad thing)
Reckless Rage(basically makes Power Attack as if it's 1 step higher)
Extra Rage Power(Elemental Blood)

I went with Elemental Blood. It gives me 10 fire resistance which you can never go wrong with that. But mainly due to the fact it's one step closer to Elemental Blood(Greater) which adds +30' of movement when I rage. Which will come in mighty mighty handy if I can make it to the next level.

Basically I went defensive instead of offensive.


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;

Another character option for Leadership would be another archery-based character seeking to apprentice himself/herself, or a young hotshot sent by the Church of Erastil for s bit of seasoning. I've always wanted to try out a high level zen archer.

For a Kingmaker game that never got off the ground, I had created a zen archer who belonged to this organization I created.

Deadeye's Yeomen:

An organization dedicated to the ideals of Erastil, the Yeomen seek communion with their god and nature through meditation and perfection of the art of archery and the hunt. While members of the Yeomen can be found all across the known world, they have little formal structure. Most cells of the Yeomen consist of two men: a master and his apprentice. Very little religious dogma is taught, save that the community is important and families are the backbone of that community. Community is to be protected and served. Most training for the Yeomen consists of woodcraft, survival training, and of course, archery lessons. The Deadeye’s Yeomen seek to understand themselves and the natural world through the lessons of archery, in addition to improving their skill with the bow. Apprentice Yeomen are also instructed on the trade of the bowyer and fletcher, as the Yeomen strongly believe that all men should possess a trade in order to contribute to their societies: sloth or laziness of any kind are not tolerated within the order. The Yeomen also believe that it is through the crafting of one’s own bow and arrows that one truly comes close to perfecting the art of archery, and while they have no formal strictures against using bows and arrows they themselves have not made (indeed, an apprentice Yeomen is given his first bow by his master, always a simple shortbow), no Yeomen worth the name would ever consider preferring a weapon they themselves had not crafted. The crafting of one’s own personalized weapon is part of the enlightenment process, and no Yeomen can claim the title of master until he has personally crafted a bow of masterwork quality (there are no taboos, formal or otherwise, against having a self-made weapon magically enchanted by somebody else, but the physical weapon must be made by hand by himself).

At present, there are no women within the ranks of the Yeomen, and the traditionalists within the order would prefer it remain that way. Like many Erastilan organizations, the place of women is often considered the home, in the well-respected position of primary care-giver for her family, and not wandering the woods seeking self-enlightenment and proficiency with bows.

I also have a female eleven archer (unrelated) from a failed Crimson Throne game who was a runaway from the Meirani Defense Force. Combining the two concepts could be fun...as I recall, she had a rather...abrasive personality.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

@Praxim: So, are you gonna be, like, running 2 characters? Is that what Leadership entails? I've never dealt with the feat so that's why I ask.


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;

In a face to face game, usually the GM plays the character. Some GMs prefer to design the character too, with lots or no input from the player.

In PBP, it tends to work better to leave it to the player to handle the cohort, trusting the player to keep character knowledge separate (there can be a risk of "convenient telepathy" if you aren't careful). There can also be player-monopolization if the game arena. I've seen examples where you sign in to find there are 12 new posts in game, only to find they are all a back-and-forth role-play between PC and cohort as the player was basically hanging out online playing with himself! :)

It sounds like our GM is not typically a fan of the feat, which is not unusual. Many people view it as the most broken feat in the game, as it basically doubles the PC's character resources and action economy. Some folks use the feat as an excuse to attach an NPC healer to a party when nobody wants to play one. I've also found it useful to have a bard cohort for the inspire courage and other buffs, but it gets awkward if the cohort becomes the party face.

In PBP, I prefer to use a low-Charisma cohort, as it gives an excuse for why the NPC doesn't butt in to every conversation. Cohorts are great for a spot of comic relief, usually at the expense of the principal character (sometimes the cohort is the straight man, though with Praxim, I suspect the reverse would be more likely). From a story-telling perspective, cohorts are great for developing the character of the PC, but again, without monopolizing the thread.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Now that is interesting. I have seen in a lot of games that the DM doesn't like the Leadership feat. Although I've never known why and never really cared because it's a feat I have never had any desire to select.

Huh. I gotta say, those are pretty good arguments on why not to like it though.


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;

It's easily exploited by the min-maxer, and it's easily abused by inexperienced or inconsiderate players.

It's also a great combination of RP-opportunity and combat utility if done right.

It's up to the GM, though. I won't take any offence or read anything into it if you'd rather not go down that road. ;)

Grand Lodge

If we're worried about being down a character, why not recruit? We're at a good place in the story to do so.


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

OGGM, may I swap out my Spell focus fest for Iron will? I pretty much forgot I HAD Spell focus, so it's no great loss...

By the way, re the loot. May I assume the Necromancy spellbook goes to me? ;)


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
Javell DeLeon wrote:

Back to the wand though. Heck, I think we should keep it. That could be real devastating to some baddies along the way. At least 11 more times as long as it hits.

Of course it might be evil to use it I have no idea. I practically never use them.

AFAIK, Enervation is not an evil spell.

Necromancy is one of my opposition schools now, so using such spells costs me more than non-opposition spells, but I might be able to fix that down the line...


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

It's easily exploited by the min-maxer, and it's easily abused by inexperienced or inconsiderate players.

It's also a great combination of RP-opportunity and combat utility if done right.

I would have to completely agree on both counts. It really does depend on what kind of player they are. But I can totally see why a DM would disallow it altogether. Especially if "non min-maxer" player asks for it and gets it, and then Mr. "min-maxer power gamer" whines and wonders why he can't have it just so he can exploit it, then it's just a big ol' can of headache that's just been opened up.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Dax Thura wrote:
If we're worried about being down a character, why not recruit? We're at a good place in the story to do so.

Personally, I don't really feel we're really in that bad of shape. Losing an arcane caster will be felt, though, because it's obviously quite handy to have 2 on hand. Multiple spellcasters is always a powerful thing.

If you look at it, we've pretty much got all the basis covered.

Wizard/Cyphermage(I know Cyphermage is from Second Darkness, but have no idea what it entails. Some type of arcane I'd gather?)
Rogue/Fighter
Cleric
Barbarian
Paladin

But, having said that, if Praxim wants a cohort and OG allows it, then cool. Or if we decide to recruit then that's cool too. Recruiting is kind of a pain but if that's the route we gotta go then so be it. I'm good with whatever.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Lym Blackhand wrote:

OGGM, may I swap out my Spell focus fest for Iron will? I pretty much forgot I HAD Spell focus, so it's no great loss...

By the way, re the loot. May I assume the Necromancy spellbook goes to me? ;)

Good call, Lym! Good call! Iron will is a great feat. I'm a huge saves proponent. :)

And I guess you can have the Necromancy spellbook. This time. Although, Thordak thought about using it as a good read at night. He needs something to help put him to sleep. What better way to have pleasant dreams?


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

Well, the hilt of my falchion is available until I can find a greatclub... :p

Seriously, though, I really don't want to get charmed by the enemy again. After this, it's Improved Iron Will for me!


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;

I wasn't suggesting the feat because we needed to add to our numbers, but the fun of Praxim having to be a mentor.

If you are familiar with the Star Wars Clone Wars series, it would be like Anakin finding himself saddled with Asohka. I could see that mayor cleric of Erastil arranging something like that for him to help him find his path again.


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
Javell DeLeon wrote:


Wizard/Cyphermage(I know Cyphermage is from Second Darkness, but have no idea what it entails. Some type of arcane I'd gather?)

Yup, full spell progression. Also powers to do with the creation and use of scrolls, bypassing and using all kinds of glyphs, power over Giants and variant summoning.

And I just picked up the variant summoning. :D

Lym's current Cyphermage abilities:

Defensive Scrollcaster (Ex): A cyphermage gains a +4 bonus on concentration checks to cast defensively when casting spells from scrolls.

Enhance Scroll (Su): As a swift action, a cyphermage can cause any scroll spell he reads to function using his caster level rather than the scroll’s caster level. He can use this ability a number of times per day equal to 1/3 his cyphermage level (minimum 1). Currently 2 use / day.

Glyph Finder (Ex): A cyphermage can locate glyphs of warding, symbols, and similar magical spell traps that utilize writing as if he were a rogue. He can use Perception or Knowledge (arcana) to notice such traps, and can use Disable Device or Spellcraft to disable these types of traps.

Swift Scrivener (Ex): The cyphermage may scribe up to two scrolls per day, so long as the total market price of all scrolls scribed that day does not exceed 1,000 gp. The cyphermage reduces the casting time of all symbol spells to 1 minute.

Swift Scroll (Ex): The cyphermage does not provoke attacks of opportunity when retrieving a stored scroll. If the cyphermage moves at least 10 feet, he may retrieve a scroll as a free action as part of his move.

Thassilonian Summoning (Ex): The cyphermage has learned how to summon strange creatures to his aid when he casts certain summon monster spells. He adds sinspawn to the list of monsters he can conjure with summon monster III, lamia to the list of monsters he can conjure with summon monste VI, and shining child to the list of monsters he can conjure with summon monster IX. The cyphermage must be at least 6th-level to select this lore.

By the way, I need to buy and scribe Message and Summon Monster VI. ;)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Lym Blackhand wrote:

Well, the hilt of my falchion is available until I can find a greatclub... :p

Seriously, though, I really don't want to get charmed by the enemy again. After this, it's Improved Iron Will for me!

Lol! Yeah a greatclub might do.

Man I hate that too. Fear is another one I hate. Possession is another one.

I just recently went through being possessed in a Righteous game. There is no worse feeling than seeing your character concentrate on trying to take out one of your own party members. Did I mention what I was playing? A dwarf barbarian. 9th level, no less, with Mythic abilities. Fortunately, I never attacked anyone due to Team Magic. Otherwise, it would've NOT been good. The one I was going after was my fellow dwarven wizard with a 13 AC. Yep, 13. I could hit that in my sleep. Fortunately, everyone else was in the way and I couldn't make my Acrobatics roll to get past them. It was a nail biter and a giant sigh of relief when it ended.

Have I mentioned I'm a huge fan of the Iron Will feat?


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

I wasn't suggesting the feat because we needed to add to our numbers, but the fun of Praxim having to be a mentor.

If you are familiar with the Star Wars Clone Wars series, it would be like Anakin finding himself saddled with Asohka. I could see that mayor cleric of Erastil arranging something like that for him to help him find his path again.

Praxim? A mentor? You know, that actually could be quite funny. :)

But I will say when it comes to this pc...

Praxim wrote:
I also have a female eleven archer (unrelated) from a failed Crimson Throne game who was a runaway from the Meirani Defense Force. Combining the two concepts could be fun...as I recall, she had a rather...abrasive personality.

...we DO NOT need two of you. I think Praxim's quite enough. ;)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Lym Blackhand wrote:
Javell DeLeon wrote:


Wizard/Cyphermage(I know Cyphermage is from Second Darkness, but have no idea what it entails. Some type of arcane I'd gather?)

Yup, full spell progression. Also powers to do with the creation and use of scrolls, bypassing and using all kinds of glyphs, power over Giants and variant summoning.

And I just picked up the variant summoning. :D

That's a freaking cool arcane class. Sinspawn? A Lamia? That's pretty dang awesome to be able to summon those things.

You're basically a "scroll using machine". Like whipping out multiple daggers and throwing them. That's cool. And the fact you can cast them at your level is freaking cool too.

That's pretty cool. First time I've ever seen a class of any type dedicated to be so efficient in scroll usage.


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
Javell DeLeon wrote:
Lym Blackhand wrote:
Javell DeLeon wrote:


Wizard/Cyphermage(I know Cyphermage is from Second Darkness, but have no idea what it entails. Some type of arcane I'd gather?)

Yup, full spell progression. Also powers to do with the creation and use of scrolls, bypassing and using all kinds of glyphs, power over Giants and variant summoning.

And I just picked up the variant summoning. :D

That's a freaking cool arcane class. Sinspawn? A Lamia? That's pretty dang awesome to be able to summon those things.

You're basically a "scroll using machine". Like whipping out multiple daggers and throwing them. That's cool. And the fact you can cast them at your level is freaking cool too.

That's pretty cool. First time I've ever seen a class of any type dedicated to be so efficient in scroll usage.

My level -- PLUS ONE! :D The Cypher Magic feat is an entry requirement for the PrC! :D

I just need to buy / scribe more scrolls when I can, build up some stock.


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;
Javell DeLeon wrote:
Praxim wrote:

I wasn't suggesting the feat because we needed to add to our numbers, but the fun of Praxim having to be a mentor.

If you are familiar with the Star Wars Clone Wars series, it would be like Anakin finding himself saddled with Asohka. I could see that mayor cleric of Erastil arranging something like that for him to help him find his path again.

Praxim? A mentor? You know, that actually could be quite funny. :)

But I will say when it comes to this pc...

Praxim wrote:
I also have a female eleven archer (unrelated) from a failed Crimson Throne game who was a runaway from the Meirani Defense Force. Combining the two concepts could be fun...as I recall, she had a rather...abrasive personality.

...we DO NOT need two of you. I think Praxim's quite enough. ;)

I don't understand these comments. Complete gibberish.

If we decide not to go with Leadership, I'll probably take Greater Mercy and boost his LoH healing by +1d6.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Lol!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Lym Blackhand wrote:

My level -- PLUS ONE! :D The Cypher Magic feat is an entry requirement for the PrC! :D

I just need to buy / scribe more scrolls when I can, build up some stock.

Even better! Stock them like arrows. Just pull one out of a quiver and fire. Round after round just keep "launching" scrolls. That's pretty crazy to think about. Scrolls... who'd a thought?


Male Workaholic, level 10
Lym Blackhand wrote:
By the way, re the loot. May I assume the Necromancy spellbook goes to me? ;)

Check the list - that was the given in my assumption as well.

Javell DeLeon wrote:

And I believe, if I'm not mistaken, all of this stuff...

650 gp in onyx gems, etc.
...is sold at cost?

I have listed the total as priced by GM. Unlike magic items, all gems, etc have usually sold at that cost. But he can correct me on that if I am in error.

Corrected/Updated list:

wand of enervation (11 charges): SELL @ 4,620 x 1/2 = 2,310gp
headband of vast int +2: SELL @ 4,000 x 1/2 = 2,000gp
Sihedron Medallion (2) - Keep these for now?
Earthbreaker: SELL 40 x 1/2 = 20gp
Spellbook: all necromancy 1st - 4th - LYM?
wand of scorching ray (22 charges) - I would think we should keep - TOMARU or LYM
+1 keen dagger: KELLEN
mwk dagger: SELL @ 302 x 1/2 = 151gp
32 +1 arrows: PRAXIM or KELLEN for use with bows
12 +1 giant bane arrows: KELLEN, since it sounds like PRAXIM can't use.
+2 light fortification studded leather: KELLEN will keep if no one else can use; trading in other armors in exchange (see below)
+1 longsword: SELL @ 2,315 x 1/2 = 1,157gp or give to BLACK ARROWS
+1 composite longbow (+2): SELL @ 2,600 x 1/2 = 1,300gp or give to BLACK ARROWS
belt of incredible Dex +2: PRAXIM
cloak of elvenkind: KELLEN or give to BLACK ARROWS?
Vicious trident: SELL @ 11,030 x 1/2 = 5,515gp
boots of winterlands: TBD, but we keep
+1 amulet of natural armor (this was found with Lamatar): SELL (if he doesn't want it) @ 2,000 x 1/2 = 1,000gp
+1 cloak of resistance (this was found with Lamatar): SELL (if he doesn't want it) @ 1,000 x 1/2 = 500gp
+2 Chain Shirt (in Kellen's stash): SELL @ 4,250 x 1/2 = 2,125gp or give to BLACK ARROWS
+1 Hide Armor (in Kellen's stash): SELL @1,165 x 1/2 = 583gp or give to BLACK ARROWS
Masterwork Crossbow (Kellen will trade in lieu of the bow): SELL @350 x 1/2 = 150gp

650 gp in onyx gems
gold and pearl ring (300 gp)
silver necklace (200 gp)
art objects, weapons, gems, trade goods worth 10300 gp in all
SELL all these items = 11,450gp

scroll of Sihedron sacrifices: Lucrecia carries a single scroll in a smallscroll tube on which she has listed every citizen of Turtleback Ferry who received a Sihedron tattoo from her as “favorite customers of Paradise.” Kaven’s name is on this list with a circle around it. The list itself bears only this intriguing header: “Those who have agreed to grant their greed to the master’s need.”

*Give this to the Mayor for his information?*


Male Workaholic, level 10

Looks like I missed quite the convo on Friday/Saturday.

Despite the potential for abuse, the leadership feat sounds like a great potential roleplay feature if GM is OK with and Praxim doesn't mind having to do some split-personality behaviors. ;-)

That being said, if we want to add someone else, it does seem like a good time to put out a recruitment thread. I guess the uncertainty there is whether that person would commit to playing something in the arcane vein, since that seems to be where the need is.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Alex Martin wrote:
I have listed the total as priced by GM. Unlike magic items, all gems, etc have usually sold at that cost. But he can correct me on that if I am in error.

That's what I was thinking but just wasn't sure.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

CRAP! Dangit! I freaking posted in the Gameplay thread thinking it was the Discussion thread! Gosh that freaking hacks me off.

Sorry, folks. I totally messed that up.

OG, would you please delete Javell from the "players" tab? I'd appreciate it.

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