Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM

I've been out of town.

It's your call whether or not you leave the dungeon. In game days you've only been out of town 1 day. Remember Kalim wished the group to the location.

I was asked about retraining. If anyone wants to retrain that will require time out of the dungeon to do so. Remember, Felicitas previously retrained.

If you want to shop, you'll need to leave the dungeon.


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

Nym,what spells you taking? We overlap too much heh. I'm thinking Phasic Challenge, Orb of the Void, or Rift of Ruin.


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

FYI Guys,

I won't make mention in game since it's ooc but since I arrived later with the WBL to start and got to basically custom buy from Magic Mart at char creation, my gear is a bit more specialised rather than picking up random drops.

To balance this out, I'll donate my share of the Wealth from this one to the whole party to sub divide.

Once Karnog has the loot updated.
Also the Starmetal (which Ignores Armor) is highly valuable but OP for Grungsdi or Myself to use (since we already nearly always hit)

So we can either sell it OR I can attempt to re-forge it into 2 Medium Size weapons.

Maybe Kenog or Demond want a Hammer or Short sword?

I'll be Retraining Steel soul for Deadly Stroke


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

It's worth noting: Karnog has good craft (armor), craft(weaponsmith) and craft(blacksmith), as well as fabricate (and potentially masterwork transformation).

If we want to make weapons or armor, I think we have that covered.


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:

It's worth noting: Karnog has good craft (armor), craft(weaponsmith) and craft(blacksmith), as well as fabricate (and potentially masterwork transformation).

If we want to make weapons or armor, I think we have that covered.

Yup. Duncan's Craft Armor is higher but between the 2 of us Smith's, we should be able to Hit a DC to re-forge the Large glaive into a Short sword for Desmond and either a Warhammer for yourself or a Sword for Nym.

It's a valuable metal since it ignores armor- reduced weapon damage but that wouldn't bother Desmond's SA dice and if we pay to make it IMPERVIOUS which is only 3000gp that should fix the breaking issue of the metals properties.

We'd only need to Masterwork Transformation and Desmond could pay for a +1 Enchantment.

Not very useful vs Demons or Undead but if we come across any heavy armored tanks it would be very useful.


Evil GM

You know from gathering information and Karnog's deity, there are three Shrines of Power. These are unholy shrines in the dungeon dedicated to the demon prince, Orcus, and his avatar, The Master. To have a hope of success against the avatar, The Master, you must destroy the three temples to weaken the avatar. You have now destroyed one of the shrines.

You just destroyed the shrine located on level 4, as written your group was well beyond the written design for the that level, so I enhanced the defenses. The next shrine is on level 9 and it is essentially a CR 12 level, which you will again over-power given your builds and equipment. That means I need time to rebalance and enhance the difficulty of this dungeon level. This is going to take me time to do. Nothing frustrates a GM more than having a party blow through encounters. Systems tend to break at these levels.

The last shrine is located on level 14. Plus, there are numerous other levels and section to this dungeon that have not been explored but for the most part I'd need to rebalance most of those areas too.

My plan is to put this dungeon on hold (like I did last year) for bit probably to the end of August or early September.

In the meantime, put together your shopping list or items you plan to create or craft. As an FYI there is no guarantee that the starmetal will be able to be reworked and impervious added to it. I needed an item like that to actually hit Duncan and Grung, but it becomes difficult creating an encounter that will challenge the party when in the hands of PCs.


Evil GM

I am mulling a low level game idea that is in my head. If I do, I'll probably open up a recruitment thread.


Male Human Ranger 1

Sweet.


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Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC23(27)/16/18(22), SR 22, Acid Res 20, Perc +12, Saves F+11/R+11/W+10, HP 116
Kalim Gudlavaletti wrote:
Nym,what spells you taking? We overlap too much heh. I'm thinking Phasic Challenge, Orb of the Void, or Rift of Ruin.

Not sure yet. I get my first level 7. Also thinking of swapping out either stone call or ice storm havent really used either much. We need some way of bringing down flyers.

If Stone Call I would probably swap for Glitter Dust

If Ice Storm I'm thanking Eneration, Invis Greater, or Remove Curse

Level 7 I'm thinking Control Undead, Delayed Blast FB, Fly Mass, Limited Wish, Prismatic Spray, SM VII

Thoughts?


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

Post 15306, polearm fire giant loot:
As far as the loot in the room and on the giant. The explosion at the end destroyed the mundane items but he does have a few items:

The glaive he was wielding is made out of an unusual metal, it radiates a moderate magic (+3). You will need to appraise for the metal type as we've never used this previously.

He has a second glaive strung over his back that survived the explosion. It is made out of adamantine and with moderate magic (+3)

Both items are large.

He has a bandolier that is burnt and useless but he has three potions that survived. 1) unholy potion of shield of faith (+5 orcus), 2) Oil of magic vestment (+3). 3) A potion you've never seen before but it does radiate evil. You can try to figure it out by using detect magic and spell craft or identify or other means if you want to. Or you can just try to taste it.

He has two rings on his fingers: these will resize.
1) ring of cold resistance +10
2) ring of protection +2

His cloak is blackish red in color and it survived the blast and will resize. Cloak of resistance (=2)

His armor is destroyed but there is clump of molten mithral chain that can be gathered if you want it.

His camp

You find a small stone box that contains (4) four more of those evil radiating potions all marked the same with skull. You also find (2) two more oil of magic vestment but these are +2, and another unholy potion of shield of faith (+4 orcus)

His camp also has a few small piles of throwing rocks.

He has another stone box that has assorted gem in it totaling $6000 gold pieces.

There are a couple hanging racks of meat that he had for his meals, along with a half dozen kegs of ale. there is a frying pan and pot for boiling on a lava fissure. He also has a mundane short sword that he uses as dagger and to spear his meat.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

Post 15637, crazy trap room fire giant loot:
Duncan starts to get the giant's gear off and the first thing that he notices is the large Warhammer, large heavy steel shield, and adamantine half-plate armor. What flesh you notice is covered with symbols. Who is helping Duncan.

Karnog you do sense there is a strong unholy aura present around the giant. What are you doing?

Desmond when you look at the door if is strange iron and looks newly made, you've never seen a lock like this before. You have enough sense...yes YOU do … not to touch anything.

Desmond I need you to make a perception check for the door/lock. I'll also need two disable device checks if you want to try to unlock it.

Generally, what is everyone else doing.

Post 15654, fire giant loot cont:
The giant has other loot:

He has:

5 potions (you need to identify them)
1 oil (you need to identify it)

2 rings:
a) protection +3
b) diamond and rubies on an iron band

BOH Type 2 (inside the BOH is iron looking ring)
890 PP
2390 GP
12001 SP
23111 CP

He has a small sck of rubies: 12500 in value
He has a six iron trade bars worth 6000

He has a sack of throwing rocks

ID'd potions:

Kalim you reveal the following:

3 cure serious wound potions
1 poison rat poison
1 cure moderate
All the potions have foul brimstone smell to them.

Oil of vestment +3


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

Post 16184, after giant cleric battle crypt loots:

This room contains four crypts, each featuring an intricately carved, knightly figure. You sense that this area was previously corrupted by evil and that the crypts contained spectres.

Karnog:
The crypts contain the remains of the three dead paladins. Each paladin wore some useful items that the evil priests have left intact. Each crypt contains a suit of masterwork full plate armor, a masterwork shield, a masterwork great healm, and the following items:

Crypt 1:

+2 holy flaming longsword

Crypt 2:
+3 axiomatic greatsword

Crypt 3:

+1 keen adamantine longsword

an amulet of negative energy protection (9 charges remaining and it acts like a death ward spell CL 10)

rod of resurrection (5 charges, as a resurreciton spell CL 15)

MAP OF CRYPT

NOW it's time to rest up.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

That should be the lot of the treasure, barring anything anyone picked up on their own along the way.

I'll take a look at price and such later tonight, but it should be a pretty tidy payday.

We probably wanna set aside money for a dedicated healing fund, and also to sponsor some outsider/deific investigation for Felicitas and Aurora.


Unnamed

I will probably just do some adding of #'s to my armors and croaker if I can. Be cool to get it up to +5 on the regular then use warrior spirit to just add fun bonuses


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
Nym Omriwin wrote:
Kalim Gudlavaletti wrote:
Nym,what spells you taking? We overlap too much heh. I'm thinking Phasic Challenge, Orb of the Void, or Rift of Ruin.

Not sure yet. I get my first level 7. Also thinking of swapping out either stone call or ice storm havent really used either much. We need some way of bringing down flyers.

If Stone Call I would probably swap for Glitter Dust

If Ice Storm I'm thanking Eneration, Invis Greater, or Remove Curse

Level 7 I'm thinking Control Undead, Delayed Blast FB, Fly Mass, Limited Wish, Prismatic Spray, SM VII

Thoughts?

For what it's worth, Kalim has Limited Wish and Enervation, but both are very useful.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC23(27)/16/18(22), SR 22, Acid Res 20, Perc +12, Saves F+11/R+11/W+10, HP 116

Nym would like to swap his +2rop for the +3


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

I don't think Kalim needs anything from the list. He has no problem with taking the evil potions if it would me immoral to sell them. Depending on what we earn he might just upgrade what he has. Or buy something super weird and specific, depending on how much I've had to drink.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

Yeah, everyone has edit access to the file, so do what you need to do.


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

"We probably wanna set aside money for a dedicated healing fund, and also to sponsor some outsider/deific investigation for Felicitas and Aurora."

I definitely agree with this.
A wand of Lessor Restoration is definitely needed.
Couple more wands of CLW.
I still have a wand of Keep Watch to share so we can stay alert in camp.

I totally forgot about the Pile of Mithral.
Maybe Karnog and I could also make Some Celestial Chainmail and a Celestial Buckler?

I have the heavy versions but the point is put them together and their enchantments grant Overland flight.
I also have the Deathless enchantment on my Armor.

It's very useful vs Undead and Enemy clerics:

Deathless:
This armor protects its wearer from harmful negative and positive energy, including channeled energy. The armor absorbs the first 10 points of positive or negative energy damage per attack that the wearer would normally take. The wearer has a 25% chance to ignore negative levels from any attack. Deathless armor does not block healing of any kind and does not protect against positive or negative energy effects that do not deal damage or bestow negative levels. The deathless ability can be applied to armor of any sort, but not shields.


Unnamed

what enchantment mod is deathless?


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

Items of note:

Nym I swapped your +2 ROP for the +3 on the list, mark your Character Sheet accordingly.

We still have an unappraised/unidentified "iron ring" from the trap room fire giant's bag - unknown if thats actually magic or worth anything.

Bunch of weapons (longswords & greatswords) that might be worth looking into, otherwise I have no problem selling them.

Large glaives and armor we can potentially re-size via magic, dunno if anyone wants them. I known Duncan was talking about that starmetal glaive, but frankly I'm okay with not using an "ignores armor" trick going forward.

BOH type II - weighs 25lbs & can hold up to 500lb/70 cubic ft - worth taking, especially for one of the dwarves (I already have one)

Ring of Cold resistance 10 (seem to remember someone holding onto that, its flagged in red on the list for now)

Amulet of Negative Energy protection - neck slot, will help protect against 9 negative energy/death effect attacks - someone grab it.

Mantle of Spell Resistance 21 (might be worth it, might not, can be worn over armor.)

Necklace of Fireballs (I'm good with Duncan having it back, but if someone else wants some boom and wants to risk the thing detonating on your neck, have at it.)

Bunch of Evil potions - Kalim they're yours if you want them. I'd prefer not to sell them on the market. I figure you won't care that Karnog looks at you sideways whenever you drink one.

Still have that 1/day spell turning neck slot item as well.

All told, if we sell the mantle of spell resistance, and keep the items listed above for now, we're looking at : 35,109.53 GP each

That's split 7 ways, so Duncan gets a share, and another share for Felicitas (if she's definitely not returning as I imagine OOC, I recommend we use that money for "search for" fund and party healing funds)


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'll take 2000gp so I can buy 2 more 1st level pearls of Power.

The rest can be redivided among the party.
Karnog gets 2 shares. 1 share is for the Healing fund.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC23(27)/16/18(22), SR 22, Acid Res 20, Perc +12, Saves F+11/R+11/W+10, HP 116
Quote:
We still have an unappraised/unidentified "iron ring" from the trap room fire giant's bag - unknown if thats actually magic or worth anything

Detect magic

Taking 20 spellcraft 20+11=31


Evil GM
Nym Omriwin wrote:
Quote:
We still have an unappraised/unidentified "iron ring" from the trap room fire giant's bag - unknown if thats actually magic or worth anything

Detect magic

Taking 20 spellcraft 20+11=31

It looks like a ring of sustenance but you are only 75% certain of that.


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

I'm not touching it!

Kalim will upgrade his headband and maybe a bit more depending on the new split. I think the rest of you should look at those weapons at the very least, and I dunno if Kalim will ever use those evil potions but he realizes they're better off not in the wind.

Kalim also barely remembers the bard woman and then only as someone who thought she was more intimidating than him. Of all the nerve! He isn't too worried about finding her, tbh, and as a player I don't want to pay for her player's mistakes. ON THE OTHER HAND we are terrifyingly powerful as it is and I won't sweat it.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC23(27)/16/18(22), SR 22, Acid Res 20, Perc +12, Saves F+11/R+11/W+10, HP 116

hp: 1d10 ⇒ 5

+1 lvl EKn
+1 bab
+1 Ref
+1 Wil
+1 Cha
+1 SR
+1 Caster Level
Add spells
Penumbra (missed from previous level)
Limited Wish
Swapped Ice Storm for Enervation
Feat from level 15 Steadfast Personality

Miss counted skills somehow -2 to konw dungeon


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

Kalim is gonna thing Nym is hitting on him.


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

+1 lvl Sorcerer
+1 bab (8/3)
+1 Fort (8)
+1 Ref (8)
+1 Cha (27!)
+1 SR (26)
+1 Caster Level (16)
+1 SR Check (28)
Add Spell
Rift of Ruin (I don't have enough Reflex save spells and Orb of the Void isn't great against a God of Undeath)
+1 7th level spell a day
Acid ray at 1d6+8, 12/day
+1 to Know Dungeoneering, Spellcraft, and Intimidation
+6 hp (105)

This is before items, where his Cha will be 29!


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC23(27)/16/18(22), SR 22, Acid Res 20, Perc +12, Saves F+11/R+11/W+10, HP 116

I might actually change out LW. Still thinking about it.

What do you have that improves SR check? SP and GSP is +4 plus piercing is an extra +5 so at max Im only 23. I need to get it higher. Teach me oh master of the void


Male Human Unchained Rogue 16 AC 30/22/21 Perc +21 (+6 vs traps) Saves 9/18/8 HP 142/142

@Karnog - I have the ring of cold resistance right now.

If we don't think it's game-breaking Desmond would definitely benefit from the starmetal weapons. He's still sporting +2 weapons at this level, which is kind of surprising.

@Nym - Metamagic rods of piercing may help.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

Ok, I'll modify the list.

Currently at a loss as to what to buy.

Getting an ioun stone of "weapon proficiency" and using the holy longsword seems like one option, that would let me upgrade my headband and get some reagent type stuff and maybe scrolls.

Armor and shield are pretty well set at +3 each. Can buff with magic vestments if needed.

Flight is pretty well covered with angelic aspect spells, maybe grab some potions or whatnot of fly.


Male Human Unchained Rogue 16 AC 30/22/21 Perc +21 (+6 vs traps) Saves 9/18/8 HP 142/142

I really need to widen my magical options, I can use almost any magical item without chance of failure. I can pick up lots of wands and scrolls and be very useful with them.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

Desmond should really wear the circlet of persuasion.

+3 bluff & umd is pretty nice, and it doesn't seem like you have a head slot item yet


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
Nym Omriwin wrote:

I might actually change out LW. Still thinking about it.

What do you have that improves SR check? SP and GSP is +4 plus piercing is an extra +5 so at max Im only 23. I need to get it higher. Teach me oh master of the void

Well, part of it has been a focus on boosting Cha. Actually, that looks like all of it (and your loss of caster levels).


Male Human Unchained Rogue 16 AC 30/22/21 Perc +21 (+6 vs traps) Saves 9/18/8 HP 142/142

Meh, circlet of persuasion is ok but nothing groundbreaking. My bluff won't be high enough to fool anybody important at this level, my UMD is at +19 so I can basically do whatever I want without a check now. Honestly something to make me fail less will saves would be nice.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

You misunderstand.

Weve been carrying around a circlet of persuasion for like 10 levels. That makes all 1st and 2nd level spells an auto success, and pretty good chances for up to 6th or 7th level spells.

A headband of wis might be a decent choice, as would upgrading the old cloak of resistance.


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

Desmond also needs like a Protection from evil, or at least a Wand.
it would last at least 3 mins so Desmond should be wanding himself with this right before he opens a door.

From the spell description:

"While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature."

This would make the summoned bad dudes focus on targets other than desmond. Like Grungsdi or Me.
Desmond use this time to get in better SA positions with less molestation before he backstabs


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

Yeah, a wand of his from.undead and a wand of invisibility might be super nice.

A scroll or two of improved invisibility in Kalim or Nyms hands would be super good too.

I'll narrow down my shopping tomorrow, probably gonna go with the ioun stone for the sword, probably buy that adamantine longsword from party loot and prep a GMW every day.


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

When you have this much money, the thing to do is start renovating the dungeon as your base. Consecrate the temples and fortify. Make your own traps. Go all FALLOUT 4 style and get a village down 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

I actually don't mind this idea.

Empty ruins eventually get refilled with more Bad guys.

However 3 dwarves might be able to start an underground outpost/colony with a nearby trade centre (the town) but only if there were minerals worth mining down here.
OR
If the town got sufficient traffic to make this a Manufacturing colony.

Certainly Torag would not be opposed to consecrating the whole underground citadel, I'm not sure Imoedae would be interested.
Maybe she'd handle the surface temples of the humans and Torag the undergound dwarf masses.

Certainly at this level of power these characters would have the influence for something like this.


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Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

That's been Karnog and Kalim's plan all along.

Orctow is the result of exactly that mission.

If we had a week of so, you would be frankly flabbergasted what Karnog can accomplish in an underground hold like this, with plenty of raw resources and no need to save magic for combat.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC23(27)/16/18(22), SR 22, Acid Res 20, Perc +12, Saves F+11/R+11/W+10, HP 116
Andrea1 wrote:
When you have this much money, the thing to do is start renovating the dungeon as your base. Consecrate the temples and fortify. Make your own traps. Go all FALLOUT 4 style and get a village down here.

The Drow agrees with this


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

About time Orctown had a colony!


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

It's like the Quest for Sky, but in reverse.

The dwarves lead the orcs back underground and help them establish successful peaceful towns in the darklands.

Gotta love it.


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

Yes, that's why Kalim is for it, too! Sure! Not building his own personal army!


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC23(27)/16/18(22), SR 22, Acid Res 20, Perc +12, Saves F+11/R+11/W+10, HP 116

So did we actually go back to town?


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

Looking at Deadly Stroke there is too much book keeping and I have alot of effects already layered into my attack routine.

I think for now I'll just go with Greater Weapon Specialisation: Longsword.

Keeps it much simpler and I don't see any need to add more complexity to my attacks.

Once we hit 17 I'll have to decide between
Hurtful- Gets me a Swift action attack when I do my Demoralised Auto Hit
Or
Felling Smash- Gets me a Swift trip when I do my Demoralised Auto Hit.

Felling Smash seems the better deal since a successful trip would trigger 2 AOO'S (From GTR trip feat and Fortuitous Weapon)
However Baldwin is onto me and More enemies are either flyers or too big for me to trip.

Both these feats will also mean no swift buffing on the round I use it.


Unnamed

Dm, any reason I can't add +'s to armors and weapons?


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

Also, did se get a final gp spread? If I weren't deep into summer vacation I'd calculate it.


Evil GM
Kalim Gudlavaletti wrote:
Also, did se get a final gp spread? If I weren't deep into summer vacation I'd calculate it.

Karnog tracks this stuff for the group look at his spreadsheet.

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