Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM
Kalim Gudlavaletti wrote:

Oh my gentlemen! I feel like the belle of the ball!

Other possibilities
FOR DESMOND: Cap of the Free Thinker? Yes

For Kalim:
Up his brooch of natural armor for 10k? Yes
Any of the 8k Ioun Stones? There aren't any Ioun stones avail in town
A ...manual of flesh golem? It not avail in town


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Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Ok so I think this is what I should be looking for:

Celestial Armor
Headband of the Ninjitsu Gives insight bonuses to attack rolls on sneak attacks, and allows me to sneak attack creatures with concealment (even total concealment)
Belt of Dex, mine is only at a +2 so I can probably stand to upgrade it
Cloak of Resistance, mine is only at +2 so I can upgrade as well
Xorn Robe
Unfettered Shirt
Trapspringer Gloves
Cap of the Free Thinker

I am also wanting to pick up some wands with arcane spells, namely invisibility, perhaps reduce person and fly as well.

Can you let me know the availability of such items?


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Was the Headband upgrade to +6 possible? The Longarm Bracers?


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Looks like I never picked my 8th level spell! This is gonna be tough.


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Evil GM

I've invited another player to pick up the bard spot in this game. Most of you will already know the character, its Aggrah in my swamp campaign.

----

I'm still a few days away from getting this thing going again. Its taken me some time to find a plausible path to the next shrine level. essentially you'll have to work you way there.

I also have to boost the challenge level to keep this interesting for everyone.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16
Kalim Gudlavaletti wrote:

Was the Headband upgrade to +6 possible? The Longarm Bracers?

Boss?


Evil GM
Kalim Gudlavaletti wrote:
Kalim Gudlavaletti wrote:

Was the Headband upgrade to +6 possible? The Longarm Bracers?

Boss?

I haven't had a chance to look requests yet.


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Evil GM
Kalim Gudlavaletti wrote:
Kalim Gudlavaletti wrote:

Was the Headband upgrade to +6 possible? No

The Longarm Bracers? Yes

Boss?


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Might as well Dhalsim the crap out of Kalim, then, hey. So that's 20k some to spend elsewhere ...


Evil GM

Rappan Athuk was updated in 2012 well before many of the splat books.

I know it gets exciting to play bada$$ high level characters but remember it gets complicated for me to track and create challenging encounters. Having ultra powerful characters that insta-kill everything, while being virtual impossible to hit themselves, makes it difficult for me to keep my sanity.


Evil GM
Desmond Aeros wrote:

Ok so I think this is what I should be looking for:

Celestial Armor Yes
Headband of the Ninjitsu Gives insight bonuses to attack rolls on sneak attacks, and allows me to sneak attack creatures with concealment (even total concealment) Not available in town.
Belt of Dex, mine is only at a +2 so I can probably stand to upgrade it
Cloak of Resistance, mine is only at +2 so I can upgrade as well. +4 is avaialbe
Xorn Robe Not available in town.
Unfettered Shirt yes
Trapspringer Gloves No
Cap of the Free Thinker yes

I am also wanting to pick up some wands with arcane spells, namely invisibility 9 charges. I never liked giving this spell out to players., perhaps reduce person 14 chargesand fly 12 charges as well.

Can you let me know the availability of such items?


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Brooch +1 for 10k
Long Arm Bracers for 7.2k
The rest goes to Orctown. Kalim is committed to their survival.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Awesome, thanks baldwin.

To be clear, when you say "not available in town" as opposed to "no", what's the difference?

Also, what is the verdict on what kind of dex belts are available? I may even go with a dex/con belt.


Evil GM
Desmond Aeros wrote:

Awesome, thanks baldwin.

To be clear, when you say "not available in town" as opposed to "no", what's the difference?

Also, what is the verdict on what kind of dex belts are available? I may even go with a dex/con belt.

Dex or a dex/con belt up to a +4.

Let me know if there is something else you have in mind.

No real distinction. This is still a small town/trading caravan stop. Here's the stats that are under the campaign tab.

Fentonville - Small Town, Population 727, base value 3,000*, Purchase limit 14,000*. *Although it's a small town on the coast road, with access to Lake Encarthan. It hosts numerous caravans and has increase wealth due to it's strategic position. It sits on some rolling hills near the border of Lastwall. This is DM created settlement. **There is a probability that speciality items can be acquired or made with ample notice.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Understood. Are we not returning to town, and if we are how much time do we have to get supplies?


Evil GM
Desmond Aeros wrote:
Understood. Are we not returning to town, and if we are how much time do we have to get supplies?

If you survive you may return to town. In game time you will be leaving in the very near future.


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HP 125/125 AC 27/ T 23/ FF 14/ F+16/ R+25/ W+18/CMD 31, Init +15, Perc +10, Darkvision, Low Light Vision Performance rds 36/36, Loremaster 2/2, Oracle 1rst 7/7, Bard 1: 7/7 2: 7/7 3: 6/6 4: 5/5 5: 2/2

Incoming ranged Bard here :)

The group needs knowledge skills and that will be my primary focus with my skill ranks.

Are there any other skills the party needs?


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|

Knowledge skills and spellcraft are our weakest links.

Melee combat and overall spellcasting is our strength.

Standard Bard buffs (inspire courage, heroism, haste) will go greatly towards increasing our killing power. Especially if I summon a bunch of smaller critters and they get boosted.

NB: many of the areas we've been in have been blocked for summoning/teleporting, so keep that in mind for spell selection.


Evil GM
Karnog Kegmeister wrote:

Knowledge skills and spellcraft are our weakest links.

Melee combat and overall spellcasting is our strength.

Standard Bard buffs (inspire courage, heroism, haste) will go greatly towards increasing our killing power. Especially if I summon a bunch of smaller critters and they get boosted.

NB: many of the areas we've been in have been blocked for summoning/teleporting, so keep that in mind for spell selection. This is true and will remain the case. there are a lot of summoning, scrying, and teleporting restriction written in the book. Many are alignment based since this is a dungeon devoted to Orcus (CE).


Evil GM

I think Grung was on a camping trip this week but I know he posted in the game thread a few weeks ago to keep it active.

So far I have the following checking in:

new fodder Bellar
Karnog
Duncan
Desmond
Kalim

Those who have not officially checked in:

Grung
Nym (he's in my other game and he knows about it)

Am I missing anyone?

damage: 60d10 ⇒ (3, 2, 10, 8, 7, 8, 8, 8, 2, 6, 4, 7, 10, 1, 5, 3, 10, 8, 3, 8, 1, 7, 9, 1, 9, 7, 8, 8, 8, 7, 2, 4, 3, 2, 6, 3, 3, 10, 2, 9, 9, 3, 7, 7, 7, 5, 8, 8, 4, 6, 3, 9, 6, 9, 10, 6, 7, 4, 2, 9) = 359

Just testing the die roller.


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Evil GM

I'm still reviewing the next section, revamping encounters, and coming up with new and glorious ways to bring about the party's destruction. That being said be on the lookout for the posting to begin until then start up some banter in game thread.


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Evil GM

Everyone should make sure they review or get acquainted with the material under the Campaign Info tab. I would be remiss if I didn't remind everyone to look under the "WARNING" spoiler.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Sounds good!

baldwin, may I suggest, if it seems feasible within your current plans, that we attempt to make it to town first? In that case, you could finish your work on the next section while we go about our shopping.


HP 125/125 AC 27/ T 23/ FF 14/ F+16/ R+25/ W+18/CMD 31, Init +15, Perc +10, Darkvision, Low Light Vision Performance rds 36/36, Loremaster 2/2, Oracle 1rst 7/7, Bard 1: 7/7 2: 7/7 3: 6/6 4: 5/5 5: 2/2

hp: 8 + 8 + 14d8 + 48 ⇒ 8 + 8 + (3, 2, 3, 7, 5, 6, 6, 5, 2, 1, 4, 5, 4, 7) + 48 = 124
rerolling 1's: 1d8 ⇒ 2

hp=125

The bulk of the character is done pending Baldwin's approval.

Unfortunately, Bellar is not going to be any good at spellcraft with a 10 int. So that's still going to be up to Kalim. However, Kalim will be boosted by inspire competence and the Gallant Inspiration spell when necessary.

He will be decent at UMD so with some healing scrolls will be able to save Karnog with a timely Breath of Life or Heal as I imagine Duncan will be too busy in combat. Nothing makes for a TPK like the lone cleric going down at the beginning of an encounter.

Knowledge skills are handled

and with a good init everyone can expect combat to start off with the standard Bard buffs
Haste
Inspire Courage +5
Banner/Flagbearer +2


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|

@Bellar(and everyone) In my profile, there is a link to a gear spreadsheet.

There are potions and a few scrolls in there, see if anything is crucially needed, and let me know.


Evil GM
Desmond Aeros wrote:

Sounds good!

baldwin, may I suggest, if it seems feasible within your current plans, that we attempt to make it to town first? In that case, you could finish your work on the next section while we go about our shopping.

You are in town. That's why I was reviewing what items were available.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Ah good, I believe I was confused earlier and thought we would still need to fight our way back.

Karnog, is everything with loot updated and divided up yet? It's been quite a while and I'm not sure how accurate my sheet is.


Evil GM

Bellar:

I'll begin with you in Featherton's Guides - Cartographer shop, guides and merchant. Owned by the mayor Walter Featherton, a gnome. I'm not quite ready to begin that introduction.

----
The others:

You've been in town a day or two since the last adventure. You've rested and healed up. You were able to sell gear and purchase the items we've previously discussed.

Eventually some of you all will need to go to the cartography shop to try to figure out a path forward.


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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|
Duncan wrote:


Don't forget I only took 2000gp for myself and donated to the rest of the party.

That's 35,109 each (1share for Search for Felicia and healing)

Plus 6,621 each from me


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 HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

So,

I'm gonna assume I was allowed to add my 2x 1st level pearls of Power.
After donating my shares, Grung gave me 5k which I'll hang onto for now.

Other than that I'm ready to go.

Karnog, If you didn't sell the starmetal, let's try to make 2x Impervious Starmetal Shortswords for Desmond, Subject to Baldwin's approval.

Desmond will have to pay the cost but between us we should have the skill checks.

He's really the only char that would benefit (since the rest of the melee'rs hit enough already).

**Plus I'm sure Baldwin would have fun turning (dominating) our low will Rogue with metal ignoring weapons against us.**

Also, did you sell the adamantine? Surely you or Grung would like some DR/-??

Please use the Healing fund share for a wand of Lessor Restoration.

Desmond, please buy yourself a wand of Protection from evil.
Your UMD should be an auto success for this and pop it before you ever open a door.


Male Human Ranger 1

Post Edit- Damn website too took long to refresh

Unless, Baldwin would this enchantment be available?
Inheritor's light

Look here:

PFS Legal Inheritor's Light
Source Inner Sea Gods pg. 256
Aura faint conjuration and transmutation CL 3rd
Slot none; [/b]Price 6,555 gp[/b]; Weight 4 lbs.
Description
This +1 longsword sheds light as a torch and when drawn emits a shining starburst around the hilt, similar to Iomedae’s holy symbol. Any cure spells or lay on hands effects used to heal the wielder of this blade heal an additional 1 point of damage per die, up to the effect’s normal maximum healing amount. Once per day, the wielder can use inheritor’s smite.
Construction
Requirements Craft Magic Arms and Armor, cure light wounds, inheritor's smite; Price 3,435 gp

What are my intentions?
The Crafting Price is Fixed rather than Item cost dependent. so $3435 if self crafting and double if paying for it. Duncan can provide the spells.
Obviously I'm keen on this since the effect is +1 per die whenever I am subject to a Healing or LOH (so 5d6+5 rather than 5d6 currently when I swift LOH)
plus It grants Inheritors Smite 1/day which is an Immediate action Bullrush with +5 to the attempt.

EDIT: And can someone PLEASE tell me why the Hell Inquisitors get Litany of Righteousness (when they don't have an Aura) but cleric's and warpriest's don't?

Spell Loadout for level16
0 (DC15)- Create Water, Detect Magic, Read Magic, Stabilise, Light
1- (DC16) Air Bubble, Command, Murderous Command, Divine Favor, Liberating Command, Wrath, Face of the devourer
2- (DC-17)Surmount Affliction, Lesser Restoration, Spear of Purity, Defending Bone, Light Prison, Resist Energy
3- (DC-18)Remove Curse, Searing Light, Channel Vigor, Invisibility Purge, Resist Energy Communal, Deadly Juggernaut
4- (DC-19) Greater Magic Weapon (Precast on Longsword), Deathward, GTR Stunning Barrier, Good Hope, Crusaders Edge
5- (DC20)Righteous Might x2, Angelic Aspect, Cleanse
6- (DC21) Chains of Light

Tactics- Since Iomedaen Warpriests and Cleric can cast GOOD HOPE as a 4th level Ref, Inner Sea Gods, P83 spell I'm gonna prep it. +2 to everything for 18mins for whole party is awesome.
Karnog has blessing of Fervour covered.
Bellar has Haste.

Chains of Light is the one Ref save or do nothing spell clerics get that is actually great at this level so hopefully that can pindown a BBEG


Evil GM

We haven't crafted items previously and I'd prefer not to start. If you start creating gear for half cost and adding special abilities it's just going to break the adventure.

Regarding the starmetal being smelted into alternate weapons we previously mentioned not going that route.

Just because something is in a book or PFS legal doesn't mean it's permitted in this game. Remember this adventure was created years before most of the splat material currently being used by the characters. Several characters can easily walk through the vast majority of the written dungeon levels (at least until you get to the BBEG on each level). That means I spend a tremendous amount of time rebalancing battles to keep it interesting and I'd prefer not to have more work than is necessary.


Male Human Ranger 1
baldwin the merciful wrote:

We haven't crafted items previously and I'd prefer not to start. If you start creating gear for half cost and adding special abilities it's just going to break the adventure.

Regarding the starmetal being smelted into alternate weapons we previously mentioned not going that route.

Just because something is in a book or PFS legal doesn't mean it's permitted in this game. Remember this adventure was created years before most of the splat material currently being used by the characters. Several characters can easily walk through the vast majority of the written dungeon levels (at least until you get to the BBEG on each level). That means I spend a tremendous amount of time rebalancing battles to keep it interesting and I'd prefer not to have more work than is necessary.

Ok So No go on the starmetal.

What about the other 2 things?

Would the inheritor's Light enchant I spoiler-ed before be allowed if Duncan pays the full price to add it to his current LS? $6,655

Is Good Hope Allowed for Imoedaen Clerics/Warpriest?

If not I'll just prep Blessing of Fervour (since it's also awesome) and ask Bellar to consider learning it later.

Cheers.


Evil GM
STR Ranger wrote:
baldwin the merciful wrote:

We haven't crafted items previously and I'd prefer not to start. If you start creating gear for half cost and adding special abilities it's just going to break the adventure.

Regarding the starmetal being smelted into alternate weapons we previously mentioned not going that route.

Just because something is in a book or PFS legal doesn't mean it's permitted in this game. Remember this adventure was created years before most of the splat material currently being used by the characters. Several characters can easily walk through the vast majority of the written dungeon levels (at least until you get to the BBEG on each level). That means I spend a tremendous amount of time rebalancing battles to keep it interesting and I'd prefer not to have more work than is necessary.

Ok So No go on the starmetal.

What about the other 2 things?

Would the inheritor's Light enchant I spoiler-ed before be allowed if Duncan pays the full price to add it to his current LS? $6,655

Is Good Hope Allowed for Imoedaen Clerics/Warpriest?

If not I'll just prep Blessing of Fervour (since it's also awesome) and ask Bellar to consider learning it later.

Cheers.

Can you, or anyone else, explain how that sword only costs 6555?

It's a +1 weapon with light (I know a % of magic weapons glow) and two special abilities: Smiting and CLW. Granted the smiting is limited daily use and the cure bonus is personal. Even with the limitations it's a weapon between 8315 and 18,315 value. Am I missing something?


Male Human Ranger 1

I am guessing because the rider enchant is considered not worth an actual +1 cost?

I mean there is no Inheritors Smite weapon ability listed (probably because it's in a Splat book), but certain additions to weapons, such as Impervious, have a fixed price rather than a +1 or +2 listing.

I am guessing the light is a play on the 30% random light emission from the Players Guide. Happy to forgo that part as Duncan has darkvision and can cast light anyway.

The other abilities some might question the value.

The "Smite" ability is really just a 1/day +4 Bullrush attempt, layered on an attack. There is zero bonus damage in the spells description
The the CLW is also a weaker power (+1 per die)

There is a feat that actually grants +2 per die that Paladins LOVE. Forget the name....

Here is the link for your reference.
Linky

Since the ability description is not called out seperately I thought it would be a fixed price item, otherwise the listing should read Price: +1 enchant

I don't want another sword.
I wanted to add the ability to my gutbuster sword.

Your call on the price, IF you deem it available.
I can sell my boots of spider climb and some other stuff.

If you think it's overpowered, I'm cool with that and I'll drop it.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Thanks Karnog. I definitely remember adding that section of loot to Desmond's sheet, so I believe that is correct for his current resources.

Oh baldwin, another item I would be interested in, a cracked pearly white spindle ioun stone. Gives very slow regeneration. Let me know about availability please. Also the availability of a wand or protection from evil.

Current Money: 75813gp

Purchases
Celestial Armor (plus shadow enchantment): 26150gp
Unfettered Shirt: 10000gp
Wand of Invisibility (9 charges): 810gp
Wand of Reduce Person (14 charges): 210gp
Wand of Fly (12 charges): 2700gp
Cloak of Resistance Upgrade to +4: 12000gp
Belt of Dexterity Upgrade to +4: 12000gp
+1 Adamantium Shortsword Upgrade to +2 Menacing: 16000gp

Sells (all sold for 1/2 price)
+2 Shadow Studded Leather: 3962gp
Quick Runner's Shirt: 500gp
+1 Menacing Frost Shortsword: 4155gp

Final Money: 4560gp

I've streamlined my weapons to be simpler, they're both +2 so the math should be easier to keep track off, but don't worry I still have that fat menacing bonus and in addition I'll be using that adamantium shortsword on a regular basis.

Other than that, Desmond has picked up a few new magical tricks, but otherwise it's just a numbers adjustment. AC went up by 5 which is pretty sweet, that armor is really nice.


HP 125/125 AC 27/ T 23/ FF 14/ F+16/ R+25/ W+18/CMD 31, Init +15, Perc +10, Darkvision, Low Light Vision Performance rds 36/36, Loremaster 2/2, Oracle 1rst 7/7, Bard 1: 7/7 2: 7/7 3: 6/6 4: 5/5 5: 2/2

Pending Baldwins final approval of Bellar

I would like to ask the group what teamwork feats you'd like me to share with you when performing

teamwork masterpiece:

Battle Song of the People's Revolt Learned 2 versions of this song with feats Outflank and ?
Source Melee Tactics Toolbox pg. 11
This song for fife and drum is found in many folios filled with music intended to unite the people of Andoran in their secession from Cheliax.

Prerequisite: Perform (percussion) or Perform (wind) 4 ranks.

Cost: Feat or 2nd-level bard spell known.

Effect: When you learn this masterpiece, choose a teamwork feat for which you meet the prerequisites. Once the feat is chosen, it can’t be changed. This performance grants the chosen feat to all allies within 30 feet who can see and hear you. Your allies don’t need to meet the prerequisites of this feat. Abilities that extend the duration of a bardic performance, such as Lingering Performance, affect this masterpiece.

Use: 1 bardic performance round per round.

Action: 1 standard action.

Special: You can gain this masterpiece multiple times. Each time you take this masterpiece, it grants a different teamwork feat.

Bellar has learned 2 versions of this performance.
I'm thinking Desmond would love Outflank. Not sure what else to choose.
If the group likes to sneak Stealth Synergy would make that somewhat possible, maybe. edit: on second thought Stealth Synergy would eat up a LOT of performance rounds...maybe not a good choice

Keep in mind I'll only be able to have a second performance up while using the Shadowbard or Virtuoso Performance spells. And I'm pretty sure everyone will prefer having the +5Inspire Confidence up and running at all times as the primary performance.

Keep in mind that Bellar has to meet the prereqs for the teamwork feat. So nothing as nice as Coordinated Charge will be available


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Don't do stealth synergy, at this level nobody except Desmond really has a chance to sneak past anything.

I would definitely love any of the flanking teamwork feats. A few come to mind:
Outflank
Improved Outflank
Gang Up (redundant if combined with improved outflank)

But yeah that fat +5 inspire bonus is where the gravy really is.


HP 125/125 AC 27/ T 23/ FF 14/ F+16/ R+25/ W+18/CMD 31, Init +15, Perc +10, Darkvision, Low Light Vision Performance rds 36/36, Loremaster 2/2, Oracle 1rst 7/7, Bard 1: 7/7 2: 7/7 3: 6/6 4: 5/5 5: 2/2

@STR Ranger

flag bearer:

Prerequisites: Cha 15.

Benefit: As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).

bonuses increases to +2 due to banner ancient king

good hope:

School enchantment (compulsion) [emotion, mind-affecting]; Level bard 3; Subdomain revelry 3

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)
Targets one living creature/level, no two of which may be more than 30 ft. apart
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Good hope counters and dispels crushing despair.

both of these are morale bonuses so they won't stack, however Good Hope gives the morale bonus to more than attack and damage and in a wider area. Just something to think about when choosing to prep the spell


Male Human Ranger 1

Thanks,

Didn't read up on the banner so was unaware of the overlap.

No need to prep it then.

As for the Second Teamwork feat, I would definitely recommend Broken Wind Gambit.

It's a poor man's version of the Barbarian Rage Power Come and Get me (I ALWAYS take this as a Inquisitor)

If you are dogpileing an enemy this is WAY better than Outflank.

See Outflank merely increases Attack bonus.
Duncan and Grungsdi pretty much auto hit already.
Now, consider if the two dwarves were using this with the party.

Our AC's are Crazy High already. And our HP is good (Duncan can swift heal)

If an enemy uses the free +2 to attack Duncan or Grungsdi (which they won't care about) then EVERYBODY who threatens gets a free AOO.
This would generate 2 attacks for Duncan because of his weapon enchant.

Oh, and don't forget you count as your own Ally for teamwork feats as well.


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Evil GM

At this point in time I'm holding off adding a new player. I'm finding that I'm having to do a lot of work to rebuild and balance the game out for a party your size.

Characters:

Karnog
Kalim
Desmond
Duncan
Grung
Nym


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 mean, 6 level 16 characters, with 2 full spellcasters, a full-on rogue (love ya, Des), a beatstick of a tanky fighter, and 2 "gish" melee types (one arcane, one divine), what's so hard about designing around that, GM?

(J/K in case that wasn't clear. I've done that, and its extremely time consuming and brain-melty).

Looking forward to getting back in there.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person
Karnog Kegmeister wrote:
a full-on rogue (love ya, Des)

I have never in all my years of gaming seen a more loaded statement.

Hey at some point you should look at Desmond's tagline for what deity he worships.


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|

Of course he does.

I mean, he has brought Desmond back from the brink of death and disaster many times now.

(On a serious note, I love rogues, despite the flak they get from the community, and Desmond is a very good example of why rogue PCs can be absolutely clutch in a real adventuring party.)


Evil GM
Karnog Kegmeister wrote:

Of course he does.

I mean, he has brought Desmond back from the brink of death and disaster many times now.

(On a serious note, I love rogues, despite the flak they get from the community, and Desmond is a very good example of why rogue PCs can be absolutely clutch in a real adventuring party.)

Plus he's always ready with a Remove Disease spell.

Rogues and clerics are my two favorite classes to play.


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

Munches popcorn now that the show has started again


Evil GM

Reminder:

You know you've been on the following levels of the dungeon and you also know you have not explored complete levels yet, except for level 4 where that shrine battle occurred.

Level 0B -The cloister of the Frog God (ground level early on)
Level 3A -"the Well" Zelkor's lair
Level 4 - the Upper Temple of Orcus (completely explored)
level 6A - Caves and Caverns - The Lair of the Spider Queen
Level 9A - Caves and Caverns - The Hydra's Lair
Level 12 - slave Pits
Level 12A - The Goblin City
Level 13A - The Goblins Barrack
Level 14A The Refugee of Tsar


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Running a 99.9 fever the day before I fly 5o visit family might either have me drop off a bit 94 post way too much. Just warning all my groups.


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Evil GM

I've posted quite a bit of information over the last couple days to get the group on track. I'm now ready to get this game moving forward.


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

*Weeps into her ice cream at Duncan's tale*

Fiosa! More triple chunk choco!

No more! You're going to get fat!

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