Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM
STR Ranger wrote:
Nope.

did you ever purchase starfinder material?

I bought book but it gathers dust. Our table doesn't play the game, so I never got around to reading the entire book.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

I plan on getting the core ruleset at least. Ideally I would have subbed for the Core/Bestiary/AP 1, but financially unable at this time.


Evil GM

One thing that I've noticed lately is Paizo has made their 3rd party Store difficult to locate. The layout for 3rd party vendors use to be easier to navigate.


Evil GM

Looks like the website is having some hiccups today. Several of the area/threads when clicked on default back to homepage announcing P2.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Yeah same here. Hope this is not a prelude to an outage again.


Unnamed

no PF2 for me.

I rarely play any anymore, and my brother who I would play PFS with has moved to DandD 5, and their adventurers league so I need to learn that.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Will get core out of curiosity


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Probably not. My tabletop group has been changing since 2nd edition, 3.0 since I've been there.


Evil GM

It would be nice to finish up this battle today or tomorrow. My online time next week will be limited.


Male Human Ranger 1

I really was (and Still am) suspecting another Outsider to show up.

Duncan is able to Use SMITE as a Champion of the Faith Archetype but I didn't expect the Vrock to be so tough and using it takes 2 uses of Fervour (sacrificing 2 swift action buff spells is alot to pay)

But, since I am running out of Spells anyway....if this summon doesn't work I might have to actually pull out my Bow...


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+6 vs traps) Saves 11/21/10 HP 142/142

Holy 70 new posts Batman!

I don't buy any books, I'm still working off college debt and I just use the online resources.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+6 vs traps) Saves 11/21/10 HP 142/142

My header is updated for the 22 unholy damage. Desmond is at 12/82 due to all the permanent hp damage. He could definitely use a little rest and relaxation :)


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

FYI: if we sell all the gear we've picked up thus far (excluding the potions, but including selling the 63 unholy waters), we're looking at around 14k/person.

And that's before the big evil cleric guy's gear gets factored in.

BTW, i still had a few gems on the list - don't remember if they were gotten on the way in, and come to think of it I need to tally up the giants and such gear for the fights on the way in.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Can anyone restore Kalim's lost levels before they have a chance to be permanent?


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

I also have:
GP: 933

Gems & Jewelry:
15000gp worth of Diamonds
100gp Maple Box

Other stuff: Necklace of FireBalls
Large Glaive of Starmetal.

I will throw my stuff into the group kitty. But Duncan will keep the Glaive So I can re-forge it into a Longsword and a Axe for Grungsdi.

Both would make excellent backup weapons if we meet a tank we can't hit.
I LOVE Masterwork Transformation and Greater Magic Weapon....


Evil GM
Kalim Gudlavaletti wrote:
Can anyone restore Kalim's lost levels before they have a chance to be permanent?

You get a save in 24 hours


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Yeah, I know. But if it's fixed before then I don't need to roll, right?


Evil GM

I never could figure out why you all didn't use those remove curse potions, especially on Nym. In character Nym didn't know he was cursed, wo he didn't know to take the potion.


Evil GM
Kalim Gudlavaletti wrote:
Yeah, I know. But if it's fixed before then I don't need to roll, right?

correct


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

We did use the remove curse potions. One for Karnog and one for Duncan, iirc.

Unless I missed some more we found somewhere.


Evil GM
Karnog Kegmeister wrote:

We did use the remove curse potions. One for Karnog and one for Duncan, iirc.

Unless I missed some more we found somewhere.

There are two listed on the treasure sheet unless they were not deleted.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

I must've not zeroed them out


Male Human Ranger 1

I have been having a great time but man, not having the Summon Battle Companion ability working reliably has been a major drawback.

Summoning in general is awesome (but so awesome I full support banning the broodmaster summoner archetype) and Quicken Spell like ability is usually a really strong feat for Warpriests and Summoners.

However, I don't think I would considerating this place and Duncan is pretty busy with using his swift actions already.

Totally see why a Paladin would be hard pressed in this game. Not unplayable but would likely get his party killed at early levels.

Daniel Arrisen would have LOVED to come here, however I wrote him as dying in Battle at the worldwound after we finished the Cheliax game.

He actually was the one who converted Duncan from following Ragathiel and took him to an Imoedaen temple to heal and train after Grimm nearly killed him following and argument when Duncan saw the path he was on.


Evil GM

As written there are several areas in this book that say: no teleportation, no connection to good deities, no summoning and so forth. It's a killer dungeon for a reason. Of course, I had to modify this level because the group was way more advanced than it was written for. It proved challenging for everyone and made it exciting for the me to run. GM'ing for well built 15th level characters is exceptionally difficult.

Two of my more creative additions were the series of force walls that I added in the large cavern. Those were really necessary given the quantity of high level spells the party had access to. The other item I really enjoyed was the modified lodestone. I had an absolute blast playing that thing out. That was a special gift from Orcus.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Ugh...cursed gems and foolish rogues.

It's like they were meant for one another.

Also: damn, that last scene with Stoneriver the Cekestial Bulette was totally awesome. Makes me very happy to be playing a cleric.


Evil GM
Karnog Kegmeister wrote:


Also: damn, that last scene with Stoneriver the Cekestial Bulette was totally awesome. Makes me very happy to be playing a cleric.

I threw that in for you. You've been fantastic cleric and Stoneriver is one of Torag's servant's that can go through lava. I thought he fit the scene well.

High priest loot list:

+1 unholy heavy mace
+1 heavy shield
+1 breastplate
mantle of spell resistance SR 21
Ring of Telekinesis

After everyone rests you can level up to 16. Remember roll for HPs, reroll 1's.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

This is the first time I've ever made it to 16! 8th level spells are terrifying! Can't decide between Death Clutch, Form of Void Dragon 3, or Rift of Ruin.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

1d6 ⇒ 1
1d6 ⇒ 4


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Boss, you succeeded in challenging us, at least until you started rolling rocks. I don't envy the work you put in this but I really appreciate it.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Leveling Up-
+1 to Fort and Will and BAB
16th Level ability bump to Strength
Sacred Armor is Now worth +4 Enchantment for 16mins per day
Sacred Weapon- Longsword do 2d6 damage in Duncan's Hands
6th level divine casting comes online
Blessings Usable 11 times per day
13 uses of Fervour per day
SMITE 4x a day- But COSTS 2 Fervour per Use
Can now use the Champion of the Faith ability 2x Per day

Sacred Weapon:

At 1st level, a champion of the faith gains the sacred weapon class feature as normal. However, this ability does not grant the 4th-level ability to enhance the champion of the faith’s weapon with divine power, nor does it grant any subsequent increases to that ability. Instead, at 4th level, any sacred weapon wielded by a champion of the faith counts as having his chosen alignment for the purposes of overcoming damage reduction.

At 12th level, once per day as a swift action, a champion of the faith can enhance any one sacred weapon with a weapon special ability based on his chosen alignment (anarchic for chaos, unholy for evil, holy for good, and axiomatic for law). This effect lasts for 1 minute. He can use this ability one additional time per day at 16th and 20th levels.

This ability alters sacred weapon.

HP Increase HP: 1d8 + 4 ⇒ (2) + 4 = 6
Skill Increase: 2+Int+Favored Bonus=5 sp
Applied to Craft Weapons3
Craft Armor2

IF RETRAINING IS ALLOWED- I'd like to swap out Steel Soul for DEADLY STROKE.
I have been on the rules forums Heaps about this and I basically means if I hit a Flat Footed opponent with a Standard Attack I can DOUBLE the damage.

This would only effect the Longsword Damage (2d6 for Sacred Weapon) and applies to all Flat Bonuses and not Variable enchantments.
Flat bonuses Include Smite, Favoured Enemy, Fighter's Weapon Training Ability etc and Fixed Weapon Enhancements. Think of a Samurai killing with a Perfect Strike through the heart.

Most people think it's a loser feat (since you have to Flat foot or Stun them first) and give up your full attack but I think this feat is awesome for any class that focuses on one Big Hit.
Mechanically it's not superior to my Trip/AOO combo but would give me something to do VS fliers and things too big to trip.

Alternatively if this seems to powerful, I could also swap Steel Soul for Plain old Weapon Specialisation.

Also- My Summon Battle companion ability works at SM7, but WAHHH there are no angels or archons on the list


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+6 vs traps) Saves 11/21/10 HP 142/142

HP: 1d8 ⇒ 5

Will get my level up done later today.

And oh joy, now Kalim can threaten me with 8th level spells :P


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

level 16 HP: 1d8 ⇒ 7

Nice.

Now, the real question is: 1 point in str (to 18) or cha (to 16)

Cha means another channel, and +1 to the DC.

Str means another +1 to damage/hit in melee.

I'm leaning towards Cha, but if anyone can make a really good argument on the benefits of Str, I'm listening.

Also, if noone really wants that ring of TK, I'd love it. Having at will TK means I could move Desmond or Duncan around pretty easily, and keep up with the whole dancing weapons/building/construction stuff.

Of course, it is like 75k, so if we wanna sell it, that's an option too.

As far as purchases go, it might behoove us to ensure everyone has at least 1 Restoration and 1 Fly item available. Potion, wondrous item, what have you, it seems like those are gonna be key going forward.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+6 vs traps) Saves 11/21/10 HP 142/142

Desmond Level 16
HP: 5 (roll) +2 (con) +1 (FC) = +8 hp
BaB: +1
Saves: Reflex +1 (rolls eyes)
Class Features: Debilitating injury is now at -2 (-8 against Desmond), Rogue Talent (Hunter's Surprise)
Skills: +8 (class) +1 (human) = +9, Keeping most maxed, but also investing in bluff
Ability Score Increase: +1 dex, no effect

Desmond is going to have well over 50k after this loot divide, I would really like to go shopping.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+6 vs traps) Saves 11/21/10 HP 142/142

I say keep the ring of telekinesis, very handy.

Yes, on top of Desmond's list is the ability to fly somehow. Also I've been heavily invested in UMD but haven't used it at all, so I can pick up a bunch of wands and stuff. I basically auto-succeed on wands at this point.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Level Increases:

HP: 7+4=11
BAB: +1
Fort/Will +1
Skills: +1 Craft (weapon smith), +1 Perception
Ability Point: +1 Cha (now 16)
New Spells: +1 7th, +1 8th (currently chosen: Holy Word & Fire Storm)


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Struggling with my 6th level slot.

Considering the Number of Outsiders, maybe Chains of Light for Outsiders
Or
Undeath to Death.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

For what it's worth, Kalim has Undeath to Death out the wazoo.


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Chain of Light it is then!


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Just working out my shopping list.

Didn't Karnog have a spreadsheet of all the loot?


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

There's a link on my profile, and in the tagline.

Still need to add in a bunch of gear, from the giants and fire room fight.


Unnamed

Oh for f's sake

Website logged me out and I just thought no one had posted for three days.

I'm an idiot.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Are we leaving the underground?

Technically if we are totally restored, Duncan could pop some charges of his Keep Watch to keep us awake in the temple while we rest and reprep our spells, but we'd still be down on all the consumables we used....


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

TBF: consumables are not really a problem at this time.

The only thing we dont really have is remove curse but I can prep at least 1 of each "remove problem" spell if needed.

If we exit and sell/buy, we can probably obtain some flight, negative energy protection (death ward), and curse breaking stuff.

Of course, that leaves the dungeon open for rearming/reinforcements at the same time.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

I was more worried about a Wand of Lesser Restoration.
I'll prep a couple.
And of Course I'll prep Cleanse again.

My Armor/shield combo can do Overland flight for myself but that's it.

If we leave Desmond might need some winged Boots.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

I have 3 charges, plus I need to prep a full resto, and a heal.

I was looking at nine lives for an 8th level slot too.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Here's my Current Spell Loadout.
Trying to balance being able to buff the crap outta myself and lighten Karnog's Medic load.

0 (DC15)- Create Water, Detect Magic, Read Magic, Stabilise, Light
1- (DC16) Air Bubble, Command, Compel Hostility,Divine Favor, Divine Favor, Hide from Undead, Face of the devourer
2- (DC-17)Surmount Affliction, Lesser Restoration, Spear of Purity, Defending Bone, Delay Disease, Resist Energy
3- (DC-18)Remove Curse, Searing Light, Channel Vigor, Invisibility Purge, Resist Energy Communal, Deadly Juggernaut
4- (DC-19) Blessing of Fervour, Greater Magic Weapon, GTR Stunning Barrier, Blessing of Fervour, Crusaders Edge
5- (DC20)Righteous Might, Mass Ghostbane Dirge , Breath of Life, Cleanse
6- (DC21) Chains of Light

When Duncan awakes he will cast Greater Magic Weapon on his Sword Gutbuster to make it +4

I am ready to continue in this Dungeon but not opposed to returning to town


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+6 vs traps) Saves 11/21/10 HP 142/142

I vote to return, I would really like to shop. But if we want to continue I wouldn't complain.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Yeah, I'm okay with either plan. Hopefully I can get through the backlog of posts and update the treasure list accordingly.

I'm thinking I need a word of recall, a restoration, and at least 1 heal prepped.

I'll go through the list later and firm up selections. It sucks that summons are basically useless, but thems the breaks here.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12
Karnog Kegmeister wrote:

Yeah, I'm okay with either plan. Hopefully I can get through the backlog of posts and update the treasure list accordingly.

I'm thinking I need a word of recall, a restoration, and at least 1 heal prepped.

I'll go through the list later and firm up selections. It sucks that summons are basically useless, but thems the breaks here.

It seems the summons work in most rooms but not the desecrated ones?

At least I can call the Lillend for the nook fights to get a psudeo bard for the minor fights.

Edit: Swapped Hide from Undead for Liberating Command and Breath of Life for a 2nd Righteous Might.


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

1d10 ⇒ 6

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