[Outpost I] GM Abraham's CORE Ancients' Anguish (Inactive)

Game Master Abraham Z.

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Chronicles


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Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

It doesn't seem to be happening to me.

Grand Lodge

LN Male Dwarf Wizard (Conjurer) 11 Init +8 | HP 101/101 | AC16 T12, FF14 | Fort +12, Ref +10, Will +13, Dwarf +2 | CMD 15 | Perception+25, Sense Motive +20
Buffs:
MA, Overland Flight, Heroism
Resources:
Acid Dart 11|11, PoP 2/2, Arcane Bond Unused, Dimensional Steps 330|330, Reroll: Used
| Conditions:

Nor me

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

If Lem does an inspire courage that would be real helpful to me. Monks with DR they cannot overcome are badly positioned. Guess it is time to get myself an adamant weapon.

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

Even if Alfonso doesn't provide a flank, Oggil will keep the same action. I'm hoping he does though.

Grand Lodge

LN Male Dwarf Wizard (Conjurer) 11 Init +8 | HP 101/101 | AC16 T12, FF14 | Fort +12, Ref +10, Will +13, Dwarf +2 | CMD 15 | Perception+25, Sense Motive +20
Buffs:
MA, Overland Flight, Heroism
Resources:
Acid Dart 11|11, PoP 2/2, Arcane Bond Unused, Dimensional Steps 330|330, Reroll: Used
| Conditions:

I do not as I am 5' in the air

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

Shadow Jump (Su): At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. A shadowdancer can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (80 feet at 6th, 160 feet at 8th, and 320 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Unless you really want to be pedantic about it, there is some dim light in the area because we're not outside in bright light. Either because it's dark, or because we have a light source creating dim light after a certain number of feet.

Considering other shadow dancer abilities specifically state that you can't use your own shadow as the dim light source, it could be assumed that every shadow cast by anyone is dim light. There's some somewhere.


Emerald Spire slides |
Sir Godfrey wrote:

Shadow Jump (Su): At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. A shadowdancer can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (80 feet at 6th, 160 feet at 8th, and 320 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Unless you really want to be pedantic about it, there is some dim light in the area because we're not outside in bright light. Either because it's dark, or because we have a light source creating dim light after a certain number of feet.

Considering other shadow dancer abilities specifically state that you can't use your own shadow as the dim light source, it could be assumed that every shadow cast by anyone is dim light. There's some somewhere.

Yeah, I'm ok with that, but then shouldn't we also be applying 20% miss chances for anyone without darkvision?

Quote:

Normal light functions just like bright light, but characters with light sensitivity and light blindness do not take penalties. Areas of normal light include underneath a forest canopy during the day, within 20 feet of a torch, and inside the area of a light spell.

In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch.

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

If there's ambient Dim Light...

Theodore is not really affected by it.

Quote:

Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light.

Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

He does have a Light prepared if the Ragnar or Lem complained, likely casting it on one of them if they wanted it.

If there's Darkness...

Theodore would probably have cast Light on his beer mug... I mean holy symbol.

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

And Oggil obviously has darkvision.

I can see us having a magical light going to help with looking at the various pictures and such though, as darkvision is only black and white isn't it?

@Alonso, good point about the heightened continual flame. Oggil would love to get one at the end of the scenario.

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

By the way, thinking about chronicles, I wrote down that Oggil was regular progression, but he is actually slow.

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

Going on a business trip, leaving today and won't be back til Friday evening (USA Eastern Time). Will still be able to post but want people to be aware about possible slowness, and leave tactics just in case.

Tactics: First round is probably Prayer. If someone is grappled or something he will use the Wand of Freedom of Movement. If many are injured, he will use Channel Energy, selecting out 3 enemies (7d6). If someone dies, he will likely teleport to them with Dimension Steps and the Breath of Life them. Again, don't think it'll come to this but good to have instructions just in case.

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

Sir Godfrey's vote is obvious. The Sarenrae code pretty much states he can't abide evil, and either by word or sword he has to deal with it. So that's the best option I can come up with, give the Lich a chance to show penance. Let the party kill him and then they can theoretically take the jewel away to the Sages, so they can deal with him when he respawns.

If everyone else votes differently I'll just have to do some creative RP twists to rationalize it as taking him in for punishment and not recruitment. =P


Emerald Spire slides |

FWIW, I think this one is probably a more interesting and challenging fight, esp with the 4 player adjustment.

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

What, against the lich, or against the div?
While Oggil would prefer to take him intact, if Sr Godfrey draws on the lich, Oggil will be but one step behind. The way he treated Saruna (and those other poor unfortunates) doesn't sit well with him. Obviously he would prefer to avoid the fight, but he won't back away from it if it comes to it.


Human
Spoiler:
Hp 35/35 AC 17, t10, ff17 F +6, R+3, W +9; Perc 4
Cleric 4

Lem would prefer to keep their resources for the div.

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

You don't do both fights, Helikon. It's an either/or. You fight the Lich and leave, or you fight the Div and leave.

There's no resources to save.


Emerald Spire slides |

That's correct. Just so we don't get too bogged down, basically this is one of those places where Paizo splits the scenario into two alternate endings. The boss fight is either against the lich or the div, and it's your choice which you'd prefer to engage. I'm going out tonight so likely won't be able to update until late tonight or more likely tomorrow. If the group hasn't settled on an approach by tonight I'll just steer us forward one way or another.


Human
Spoiler:
Hp 35/35 AC 17, t10, ff17 F +6, R+3, W +9; Perc 4
Cleric 4

Still Lem prefers the Div

Grand Lodge

LN Male Dwarf Wizard (Conjurer) 11 Init +8 | HP 101/101 | AC16 T12, FF14 | Fort +12, Ref +10, Will +13, Dwarf +2 | CMD 15 | Perception+25, Sense Motive +20
Buffs:
MA, Overland Flight, Heroism
Resources:
Acid Dart 11|11, PoP 2/2, Arcane Bond Unused, Dimensional Steps 330|330, Reroll: Used
| Conditions:

Just a reminder for everyone. Alonso can provide caster level 10, spell level 5 heightened continual flame to anyone who wants one for the dirt cheap price of 50gp.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

I'll buy one. Thanks.


Human
Spoiler:
Hp 35/35 AC 17, t10, ff17 F +6, R+3, W +9; Perc 4
Cleric 4

So do I please!

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

I'll take one as well.

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

And me!

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

What I usually say about Core tables: Yes, there aren't as many options for your characters or as many tricks to get out of things. However, what people don't realize is that Core is FILLED with more veteran players, and typically the parties in Core tend to be way more balanced BECAUSE of both the limited options and veterans understanding the value of a balanced party. Also, the characters tend to be more focused in Core. Yes, theoretically a Classic party will be more powerful, but due to social reasons in Pathfinder Society I find in practice that a Core party isn't any weaker... and often quite the opposite!

(I will give exception to swarms though. Those are just hard in Core)

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

People also tend to forget that all of the most important, and pardon the use of the word, core necessities of a successful character are in the core rulebook.

Things like Power Attack for Melee, Rapid shot for ranged, the most important buff and offensive spells for casters. It's all still there, you just don't get the flavorful or quirky niche stuff.

It's why Theodore came up with that no-core challenge where you build a character with no core options.

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

(I will also admit that rogues and monks get a significant boost when allowed non-core options, but rightfully so)


Human
Spoiler:
Hp 35/35 AC 17, t10, ff17 F +6, R+3, W +9; Perc 4
Cleric 4

Please make it at slow xp for my character.

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

Thanks for the helpful reminder. Oggil is Slow advancement as well.


Emerald Spire slides |

Speaking of the no-core challenge, I've been wondering about it: is the idea that no core options are allowed at all (unless automatically given by the class/archetype)? Or are core options that appear on chronicle sheets allowed? I'd sort of like to form a no-core challenge party, where everyone is doing it, and seeing how far we could get it. Anyone interested?

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

So, classes, feats, races, spells, traits.

What about items? Not being able to have magic weapons and armor would be pretty tough.

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

I think allowance was made for weapons/armor. But no other slots. And no classes from the core book, and no class features that make you pick directly from it to get around the limitation.

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

So you can't take an archetype of a core class?

On one hand I've been trying to steer away from regular PFS apart from finishing off my missing scenarios (about half of them to be fair). On the other I've been thinking about an ifrit sorcerer for a while.

Flame oracle doesn't even get the Ifrit fire affinity bonus. :-(
Oracle and Witch would be the only full caster classes. Oh and Shaman.

Hmm. Are you allowed cure light wounds? If not healing will be horrendous. Stuck with infernal healing. How would that work for oracles free spells?

Hmm, Pen Zai oracle for the rescue, although we'd still need to solve the cure-light as bonus spells problem.

Would life oracle be able to take the channel revelation, or would that be off limits too?


Emerald Spire slides |

Theodore should really answer since as far as I know, he's the one who came up with the idea, but my understanding is that you can take core options *if* the class or archetype forces them on you. Oracles - if I'm remembering correctly - get the option to cast CLW built into the class, so they would have it. But basically, anytime you have a choice, no choosing core options (spells, feats, items, domain powers, etc.).

My question is: does this also apply to, say, a wand of CLW that appears on a chronicle sheet, or can you buy that because it appears on a chronicle sheet?

I think my PC for this would be an Arcanist, on the theory that it would be fun to see what you can still do with the Sorcerer/Wizard spell list after all Core was removed.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

The no core feats leads to some issues.
It blocks all of the following feats.

Combat Expertise A requirement for several feat chains.
Pretty much all of the archery feats including Deadly Aim.
Power Attack. Which also blocks off some feat chains.
All of the improved and greater maneuver feats except Dirty Trick.
Both Spell Focus and Spell Penetration feats.
Weapon Finesse Would Unchained Rogue be legal if it grants the feat for free?

I would think you could buy magic weapon and armor abilities as long as they are not core or flat bonuses other then the mandatory +1.
So no +3 weapon, No +1 Holy weapons, But a +1 Vampiric, Greater weapon would be fine.

There are actually several bad healing spells you could use but yea a wand of Infernal Healing + UMD would be your main source of healing.

No Haste. No Remove Disease. No version of Restoration. No Barkskin. No magic Fang or Greater Magic Fang. No Dispel Magic or Break Enchantment.

A hard road indeed.

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

Again Pen Zei might help out for some status removal.

Death would be pretty nasty, as you would well, be dead, or at least ejected from HardMode.

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

The idea I had was anything that needs to be from the core rulebook will be from the core rulebook. Anything that doesn't, can't be.

So, for example, basic rules like ability scores, skills, and generally playing the game have to come from the Core rulebook.

However, most other things must come from another source, like spell choices, feat choices, equipment, and classes. Traits are easy since no traits are in the Core rulebook anyway.

There's also an additional rule that anything where you must make a choice that can be non-core must be a non-core choice. However, if a class feature or whatever requires you to take something from the core book, then it's allowed. For example, unchained monk bonus feats are all from the core book, so allowed. A slayer choosing two-handed weapon combat style would have a rough time being able to select Power Attack though as there's plenty of non-core feats to choose from. Another good one pointing out is oracle, which must get either cure or inflict added to their spell list, which would be fine in this challenge.

Yes it sounds rough, but that's the point. The game is designed with the core rulebook options in mind, so this is definitely playing the game in a way not intended. An arcanist without access to grease, glitterdust, see invisibility, mirror image, etc. A shaman without access to the cure spells. Power attack is hard to get, weapon finesse is hard to get (Unchained Rogue has it though!).

It's up in the air whether you can have unlocked chronicle access like in Core for things, but my issue with that is that it is extremely valuable because Core items pop up all the time. It would probably break arcanist the most due to scrolls and spellbooks being scribed, and maybe other casters as well for the scroll access.

I can pretty much guarantee that this challenge would be way harder than Core. ;)

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

Lack of status removal would be a real kicker. Stat damage is basically with you for the whole adventure unless there is an in-scenario resource to remove it.

Stat drain would become effectively permanent.

Of course one of the hardest things for it would be finding scenarios that people playing it could actually run together.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Actually there are a lot of feats that say they can be chosen for monk bonus feats that are not core.

What about materials? Cold iron, adamantium, etc...

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

Thinking on it, I'm actually inclined to say no magic weapons or armor from the core book. Just because it would force the use of all the crazy named ones from the other books.

So now that you can't just have a +3 sword you go get Iomadae's Holy Face Slasher that's a +2 and lets you cast zone of truth. It would be fun to try and find uses for all those random powers.


Hmm, a non core material life oracle pei zin practitioner brings a lot to the table. Lesser and regular restoration and herbalism technique to remove other conditions.

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

I forgot they got restoration as bonus spells. Another win for Pei Zin.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Btw I'd like the continual flame on my bow.


Emerald Spire slides |

Chronicles have been posted. Please let me know if you see any mistakes - this is my first time doing chronicles for PbP so I might have messed something up. Also, please post here to confirm you've received it - I'll mark the game as inactive once I know you've all gotten them.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Looks good. Thank you.


Human
Spoiler:
Hp 35/35 AC 17, t10, ff17 F +6, R+3, W +9; Perc 4
Cleric 4

Looks good. Many thanks!

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

Many thanks, the chronicle looks perfect.

Grand Lodge

LN Male Dwarf Wizard (Conjurer) 11 Init +8 | HP 101/101 | AC16 T12, FF14 | Fort +12, Ref +10, Will +13, Dwarf +2 | CMD 15 | Perception+25, Sense Motive +20
Buffs:
MA, Overland Flight, Heroism
Resources:
Acid Dart 11|11, PoP 2/2, Arcane Bond Unused, Dimensional Steps 330|330, Reroll: Used
| Conditions:

Many thanks, everything looks fine.

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

Got mine, thanks Abraham.


Emerald Spire slides |

Scenario has been reported and I'm marking this game as inactive. Catch y'all at another table sometime.

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