Red Hand of Doom [E6] (Inactive)

Game Master Aldizog

Invasion Plan map
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HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Hastily leveled up without asking, do we need to rest or train up to get the benefits?

I can roll back easily enough.

In all my years I've never played with XP until now!


You get the benefits now. The only exception is prepared casters - they don't get their spells until they rest.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor
Zelligar the Mystic wrote:

Also, Zelligar gets Fly 1/day at 5th. Which he can use on Bran... Hoping for a rematch with that sorcerer.

Willing to take suggestions on his Level 5 feat. Combat Casting (for +16)? A teamwork feat? A crafting feat? Happy to do things that will make others' jobs easier.

Not sure if there's time for crafting. At least, it hasn't felt like it so far. If we want to all take Shake It Off, I'm game.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Here's the current plan for Level 5:

Rogue 3 / Wizard 2
+8 HP
+1 BAB
+1 Will
Feat: Cleaving Finish (or some Teamwork feat if we go that way)
Skills: Acrobatics, Escape Artist, Knowledge (arcana), Perception, Spellcraft, Stealth
Spells: Enlarge Person, Heightened Awareness

The Enlarge Person is for Bran's benefit. If anyone else has a spell they want, let me know!


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

For posterity; level up!
Cavalier 1 / Barbarian 2 / Brawler 2
+15 HP
+1 BAB
+1 Fortitude

Feat: Athletic (Prerequisite for Darechaser)
Skills: Acrobatics +1, Climb +1, Diplomacy +1, Intimidate +1, Perception +1, Swim +1

Class Features:
Damage Reduction 1/-
Rage Power (Raging Grappler)
2 Rage Rounds


M Halfling Cleric 5

Think I'm taking Lucky Halfling as my feat.
Zelligar has great saves (now +10/+8/+10), and it's a good way to boost party defenses. You can choose after the save is rolled but before results are declared. If Iris gets a 12 on her Fort save vs Blindness, we can probably guess that's a failure and can have Zelligar roll his +10. I will probably specify the conditions for using it ahead of time so the GM can keep things moving.

Only other decisions are skill points; Perception, UMD, Spellcraft, Arcana, and Religion.

+11 HP
+1 to all saves (Resistance bonus increases to +2)
+5 Skill Points
+1d6 Channel
+2+domain 3rd-level spells per day


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Added things to the loot table.

At the risk of being greedy and irreverent, are we going to loot Isawa? I think we would still be comfortably below WBL for level 5 if so. I guess it would also explain why our paladin leaves in disgust?


M Halfling Cleric 5

I don't think Zelligar would do that.

Given our wealth level, I would hope that new PCs come in where we are, not 50% wealthier with optimal gear. It would make division of loot easier going forward. (Unless the GM plans to place things for us before they arrive to get us up to the new arrivals' WBL).


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Okay, probably a better way to proceed is that Yulai agrees to take Isawa back to lands in the east, since they're both oriental-themed characters.

I don't really object to new PCs coming in with shiny gear; just hope we get to play catch-up soon enough!


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

I don't feel like Bran would loot a dead ally. The GM also just gave me a shiny magical breastplate (I wonder what it is), whether it was out of pity or we just never checked it is beyond me.

I'm not worried about new characters coming in with wealth, I would only be worried if they overshine the group in significant margins.

WRT Yulai, she is more at home with humans than kitsune, though it doesn't preclude her from making a pilgrimage back home. I'm fine with that idea.


M Halfling Cleric 5

Right, I think Bran getting the magical breastplate is part of us getting up to WBL. Zelligar is checking to see what it is over in gameplay (edit: well I thought he was but board ate the post). Might have stopped some of those on-the-nose hits but no matter.

If we were at 6k each (with lots in cash rather than items) and the new ones were at 10k of optimized items, that would be a real disparity. Maybe that gap will close with stuff we find in the tower.

Agree on Yulai.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Eh a hit here or there just added to the tension. I'm totally fine with it. The real problem is, do we have a day or two to even utilize our money, knowing full well that there is an attack happening within 1-5?

Its time to play chicken I suppose.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

I ordered a pearl of power earlier and was told to pick it up the next day. Also, I'm imagining wanting to tell the townsfolk to evacuate. It'll be tricky to spend money in Elsir Vale.

-Posted with Wayfinder


M Halfling Cleric 5

I would guess that if we want the town to evacuate, we'll have to reconnoiter to establish that there actually is an army mustering and this map is not just bugbear doodles and imagination.

Maybe he and his buddies were playing a tabletop strategy wargame...

We can see how far away the army is, how much ground they cover in a day, and try to take out that bridge.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

I'll be onboard with whatever plan. I think that convincing them to leave their homestead will be a trial in itself. Taking out the bridge would have lasting consequences to the area though, perhaps we should see how core it is to the people of the Vale.

@Zelligar: Lol!


Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9

Isn't remove blindness a third level spell that Zelligar can cast now? If so, is he willing to cure Iris after he regains spells? That would be much appreciated.


Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9

Level 5 Unchained Rogue (Acrobat)

+10 hp, sneak attack increased to +3d6, rogue's edge (acrobatics), Acrobatics +1, Bluff +2, Climb +1, Perception +1, Sense Motive +2, Sleight Of Hand +1, Stealth +1, Survivial +1, UMD +2


Zelligar the Mystic wrote:


If we were at 6k each (with lots in cash rather than items) and the new ones were at 10k of optimized items, that would be a real disparity. Maybe that gap will close with stuff we find in the tower.

Agree on Yulai.

Patience, please.

As for Isawa/Yulai, having her take him home to bury is a great idea. She can also warn the townsfolk to evacuate on the way home, if you want to scout further north or something.


M Halfling Cleric 5
Iris Farthingstone wrote:

Isn't remove blindness a third level spell that Zelligar can cast now? If so, is he willing to cure Iris after he regains spells? That would be much appreciated.

Zelligar will absolutely heal his fellow halfling as soon as he can! That would be tomorrow morning.

It's just that there are some more things to do today I think.

Iris also gets a feat at level 5, correct?


Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9

Not from rogue. Do we get a feat for passing ten thousand XP?


No, but you get your normal level 5 feat.


Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9

Sweet. I was thinking in terms of 3.5 advancement. I will select a feat later today.


Anyone need a mental image of the vault, I've drawn an impression here. With my mad paint skills.

The smiley is the dead guy. The rectangle he's up against is the gate.

The square and "U" is where you enter the room from.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Iris can take the belt of dexterity. I would also offer her the robe of needles, which isn't too bad when you can add sneak damage against flat-footed targets.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Holy crap, I just realized mithril chain of twilight has no arcane spell failure, right? That's a very generous item!


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

I'll post proper when I get in tonight.
Out for dinner with a friend of mine!

Been a busy few days.


M Halfling Cleric 5

I'll have reduced access from the 8th through the 16th. Will still try to check in daily but bot me if you need to.


So. What do?


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

I honestly think we should try for the longshot track and if that fails call it in for the night and return to sell, buy, rest and heal that blindness.

We're in pretty rough shape right now, so any major fights would be a death wish. In character he has trouble suggesting things, due to a history of being whipped (hence the low Cha); but that's what I would try for.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Agree with the plan.

-Posted with Wayfinder


You all sound pretty much in agreement as for what to do, at least in the immediate term, so could someone post us a scene where you mount up and get moving? It's a little bit awkward posting your actions for you.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

I can post up other peoples' but would rather not without their blessing. Have had too many scuffles due to that in the past.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

I think we can gloss over some of the details here -- we've mounted up and now I guess it's up to Boots to sniff out the bugbear, aided by us if that's helpful. I'm happy to jump to the next scene of success or failure.

Is Bran's HP accurate? If so, can we go ahead and roll wand charges to get him to full, or close? We're hoping to just find the bugbear, but who knows what we'll really encounter out there.

@Red DM - can we identify the oversized gauntlet? Seems like something worth hauling back for at least its sale value.


It's a +1 spiked gauntlet.

And yeah, you'd have to hang onto it for a while to sell it. Outside of finding an actual giant who wants to punch things, it's mostly a curio.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

My hit points are accurate but its up to whoever wants to utilize the wand. I am always willing to pay my share of wand charges.

Also I'm fine with rolling Survival (at a meager +6), though without Scent I'm not sure how well I can.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Loot table has been updated.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Round 2!

Exhaustion from marching goes away if we cure the nonlethal damage; if thats possible I can Charge right into a Grapple using Apprehend.

Fly works as well as I can double move to position behind him for you all.


Just need a post from Iris. This combat should be over pretty shortly.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

I think you beat Iris's initiative, so the poor bugbear is up.


Whoops. Silly me. Thanks for straightening that up!


Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9

Yes, I was waiting for the bugbear to go. Now waiting for Bran's reflex save...


Iris Farthingstone wrote:
Yes, I was waiting for the bugbear to go. Now waiting for Bran's reflex save...

He has gone.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Can anyone else use the magic missile wand? I was thinking of having Tal'ariel keep it.

Updated the loot table.


Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9

Iris can use a magic anything - just not as well as real spellcasters. Go ahead and keep the wand of magic missile, and perhaps Iris will have it as a hand me down if there are any charges left when you find something better.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Random question: does Grease cause characters moving through it to be flat-footed? I never thought so, but I've now seen a couple of people who insist it does. This seems very relevant since we have two rogues in the party. Spell text below, with added emphasis.

Grease:
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

And text for Acrobatics on uneven ground.

Acrobatics:
You can use Acrobatics to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed across such surfaces—only one check is needed per round. Use the following table to determine the base DC, which is then modified by the Acrobatics skill modifiers noted below. While you are using Acrobatics in this way, you are considered flat-footed and lose your Dexterity bonus to your AC (if any). If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.

Note: I happen to think Grease is already powerful enough without this text. And also realize that any buffs will cut both ways. I'm asking just to know what you normally think about the spell so I can use it accordingly.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

I change my mind, you don't have to answer this question. This is the power gamer in me leaking out, and I regret it.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

We should get Bran close to full HP before we ride.


M Halfling Cleric 5

Done.
I hope we avoid encounters today, but gave up two less essential spells to heal Bran.
GM, is it your intention to ask for input on the replacement PCs or decide that on your own?
I am okay either way but definitely have preferences.


Zelligar the Mystic wrote:

Done.

I hope we avoid encounters today, but gave up two less essential spells to heal Bran.
GM, is it your intention to ask for input on the replacement PCs or decide that on your own?
I am okay either way but definitely have preferences.

I'll take input - they'll be joining your team, after all.

That said, I do have some preferences. But I'll be happy to hear what you guys have to say on the matter.


Tal'ariel Rhuidon wrote:

I'm also one of the characters in this game. Looking forward to have some fresh players to join us!

Here is my attempt to begin collecting the created submissions. If I omitted your submission, just let us know.

Shishka, Female Gear Gnome Bard (Prankster) 2 Gunslinger (Experimental Gunsmith) 3
Yuskal, Male Nagaji Sorcerer (Naga-Blooded) 5 (wordcaster)
Deneb Flynvias, Male Halfling Druid 5
Kaihlan, Male Musket Master Gunslinger 5
Dai, Human Monk (Zen Archer) 5
Lavinia Batharoy, Female Changeling Witch 5

This is fairly accurate, I believe. There's also this:

http://paizo.com/campaigns/RedHandOfDoomE6/recruiting&page=2#59

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We're looking for two more people to join our game as replacements for a pair that dropped out. We've a pretty good group going, and I really appreciate that there's some rythm to our posts. In light of that, I'd prefer people who can post once per day or so.

The story: our adventurers are just beginning to learn that what seemed to be a series of hobgoblin raids might be something greater than it initially seemed. You'll join them in protecting the Elsir Vale from the growing hobgoblin threat. Practically speaking, your characters should have some sort of reason to be in or near the Witchwood, which is situated in the south-eastern part of the Elsir Vale. You might be travelers from Cheliax or Andoran, people native to the region, or simply passing through in either direction. I believe you will start out as having been captured by hobgoblin raiders - that'll probably be the easiest way for me to fit you into the story.

The Setting: It's set in Golarion, with the Elsir Vale plugging in for the country of Isger. It is in much the same political situation as Isger is, which is to say that it pays taxes to Cheliax, and the Hellknights keep an active hand in defending the trade route to the north, while the south-eastern part of the Vale is more or less allowed to fend for itself, having become a patchwork of Baronies and semi-sovereign towns and city councils. It also serves as a military buffer between Cheliax and Andoran.

The party: The current group consists of
Bran O'Dimm, human unholy martial multiclass, he's a former slave gladiator from Cheliax, upstanding guy, fond of grappling things.
Iris, "The blue fox", halfling rogue and trickster. She's fond of misdirecting her enemies, and was raised by foxes.
Tal'Ariel, disillusioned elven rogue/wizard, wields an elven curve blade. (Is a lot more of a front-liner than you'd think)
Zelligar the Mystic, halfling cleric of Nethys, and lover of magic. (Is a lot more of a wizard than you'd think)

Character Creation
House rules: We use the E6 variant. This means that, once you reach level six, you will no longer gain levels. Instead, you'll gain a feat for every 5000xp you attain.
Starting level: 5. You're fairly experienced adventurers, or otherwise skilled individuals, but you're not yet at your peak of ability.
Starting Wealth: WBL for 5th.
Ability Scores: Choose one of the following sets before applying bonuses and penalties.
17/16/14/13/10/8
16/16/15/14/13/8
Hp: Max at all HD. This goes for companions too, but not summoned creatures.
Traits: 2.
Variant Rules: "Extra options" presented as variant rules (i.e. variant multiclassing or Wordcasting) are allowed; changes to how the game functions (i.e. revised action economy) are not. No race builder.
Sources: Generally speaking, all paizo content is allowed. Keep it sane with the races please, though.

We're mainly looking for consistent posters to replace the two that flaked out - build concerns are secondary. That said, the party recently found out that they have trouble handle flying creatures, and that they might need some more crowd control. There's also been some few comments to the effect that I'm going hard at them with difficult encounters and such, which might be true.


I would love to join, and I'm putting in. I hear there is a thing called a brawler that could be awesome. Either way, I can post daily most of the time.


I figured I should drop a link to the gameplay thread, so you can have a look and see if it's for you.

Here you go.


What is your preferred form of character submission? Full character sheet? Simple stat block?

How much backstory do you expect?

WBL for 5th is 10,500g. Would you like to see that itemized out, or is it honor system?

Sczarni

E6! Interesting. What is your opinion on Spherecasting? Circle Wizardry

It's not as powerful as an ordinary wizard, but it has many neat abilities. That once picked are quite permanent.


well I applied with this character in the original recruitment so will present her again


Quote:

What is your preferred form of character submission? Full character sheet? Simple stat block?

How much backstory do you expect?

WBL for 5th is 10,500g. Would you like to see that itemized out, or is it honor system?

Your sheet needs to have all the pertinent information on it. How it's formatted isn't a grave concern.

As for backstory, I expect a character with opinions on stuff, and maybe some exploitable ties to the world. I'm not hung up on it having to be a novel, but just shooting three lines of character concept comes off as a little half-arsed, to me.

I'll check everyone's math on the gear, regardless.

Crayfish Hora wrote:

E6! Interesting. What is your opinion on Spherecasting? Circle Wizardry

It's not as powerful as an ordinary wizard, but it has many neat abilities. That once picked are quite permanent.

I'd rather not involve third party stuff in this one.

Sczarni

I see. Is the Cleric a wordcaster or a normal caster? Or I should rather ask if any of the spell-slinging peeps are wordcasters, as there is more than one.


Crayfish Hora wrote:
I see. Is the Cleric a wordcaster or a normal caster?

The cleric is a normal caster. I honestly don't have much experience with wordcasting, I just wanted to make it available if someone wanted it.

Sczarni

Wordcasting is more generalized magic than normal magic, and thus, sub-par with the loss of niche spells. And about a fifth of the spell-list. But it's cheap! It's thematic! It's definitely different.

I think I'd like to make a wordcasting sorcerer. Actual flying comes in at 6th level though.


I've run this adventure before, hope that doesn't boot me out.

Dotting.


You've averaged about four and a half posts per day, including weekends. That's good enough, I think, although I don't have a lot to compare it to.

You, the DM, seem to know what you're doing at a glance with respect to the whole play by post thing.

I'll be checking out the gameplay thread, any idea how long recruitment will be open for?

Shadow Lodge

I've never tried E6 before. Would be interested in seeing how it works out. I may build a Changeling Witch for this and see how well it will fit in with your group.

Sczarni

Yuskal Character Sheet:

Yuskal, The Snake
Male Nagaji Sorcerer (Naga-Blooded)/ 5
LN Medium humanoid
Init +8; Senses low-light; Perception +2
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Defense
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AC 14, touch 13, flat-footed 11 (+1 natural armor, +3 Dex)
hp 45 hp (5d6+10+5 for favored class)
Fort +3, Ref +4, Will +4 (+4 vs. poison, mind affecting)
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Offense
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Speed 30 ft.

Spells Known: Ray of Enfeeblement 1st level (3rd level Bonus), Invisibility 2nd level (5th level bonus)

Words Known:
Effect Words:
Cantrips: Cramp, Decipher, Sense Magic, Echo, Lift, Spark
1st level: Friendship, Wrack, Fog Bank, Lockward
2nd level: Accelerate, Frost Fingers
Target Words: All (free)
Meta Words: Boost (free), Meta Words 2/day.

1st Level Spells: 8/day, DC 17
2nd level Spells: 6/day, DC 18
--------------------
Statistics
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17/16/14/13/10/8

Str 10 (8+2 racial), Dex 16, Con 14, Int 11 (13-2 racial), Wis 10 (10+2 racial), Cha 22 (17+2 racial+1 4th level, +2 headband)
Base Atk +2; CMB +2; CMD 15
Feats: Spell Focus Conjuration, Augmented Summons, Improved Initiative
Traits: Shaper of Reality (Religion), Arcane Temper (Magic)

Skills: Intimidate +11 (2 ranks, +3 trained, +6 cha), UMD +13 (4 ranks, 3 trained, 6 cha), Knowledge Arcana +5 (2 ranks, 3 trained, 0 int), Spellcraft +5 (2 ranks, 3 trained, 0 int)

Languages: Common, Draconic

Equipment: +2 Charisma Headband 4k, Meta Rod of Rime (lesser) 3k, Meta Rod of Selective spell (lesser) 3k. 500 gold of clothing, food, a nice horse, nice handcuffs, nice rope, nice saddlebags, a nicely painted warrant for a hobgoblin.
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Special Abilities
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+1 Initiative, +1 Concentration - Arcane Temper
+1 caster level to Conjuration or Transmutation spell 1/day - Shaper of Reality

Armored Scales: Nagaji have a +1 natural armor bonus from their scaly flesh.

Resistant (Ex) Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison

Serpent’s Sense (Ex) Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.

Bloodline Arcana: Whenever you cast a spell with the poison descriptor, increase the spell’s DC by 2.

Vanishing (Sp): At 1st level, you can cloak yourself in illusory magic as a standard action, making you invisible (as per invisibility) for a number of rounds per day equal to your sorcerer level + your Charisma bonus (if any). These rounds need not be used consecutively.

Naga Resistances (Ex): At 3rd level, you gain a +2 bonus on saving throws against mind-affecting effects and poison effects. At 9th level, this bonus increases to +4.

Yuskal's Backstory stuff:

Yuskal works as a bounty hunter for one of the baronies of the Vale, picking up odd jobs around his homeplace. These jobs usually included bandits, robbers, and sometimes beasts. Yuskal wasn't the most gentle of bounty hunters though, hence why the villagers called him the Snake (and totally not because of his race). He brought them in and made sure to see his prey hanged if the warrant said that they should hang. He was all about that fine print.

One day, the barony placed a peculiar bounty on a certain hobgoblin up near Witchwood that some traveler reported. This goblinoid was causing a ruckus and it was said to have many other hobgoblins with him. Naturally, a bounty was placed up and Yuskal took it. He rode off to set this hobgoblin straight. Unfortunately, in the restful night, his campsite was ambushed while Yuskal slept and the hobgoblins used his own handcuffs and rope against him. He was effectively captured in the most ironic fashion.

There we go. Also, I'll create an alias for Yuskal if I'm picked for the adventure.


I know I will make a mischivious rogue, with all the sneak attack an a few ranged stuff, and will have her stated and backstory comepleted if picked. will go ahead and role her up.


Here is the stats, for her, including her name. will give backstory if picked

Laia Silverwind
Elf unchained rogue 5 (Pathfinder Unchained 20)
N Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +10
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Defense
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AC 20, touch 16, flat-footed 14 (+4 armor, +6 Dex)
hp 55 (5d8+15)
Fort +3, Ref +10, Will +2; +2 vs. enchantments
Defensive Abilities danger sense +1, evasion, uncanny dodge; Immune sleep
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Offense
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Speed 30 ft.
Melee +1 rapier +10 (1d6+7/18-20)
Ranged +1 composite longbow +10 (1d8+2/×3)
Special Attacks sneak attack (unchained) +3d6
--------------------
Statistics
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Str 13, Dex 22, Con 14, Int 10, Wis 10, Cha 14
Base Atk +3; CMB +4; CMD 20
Feats Point-Blank Shot, Precise Shot, Skill Focus (Stealth), Weapon Finesse
Traits indomitable faith, reactionary
Skills Acrobatics +14, Diplomacy +10, Disable Device +14, Disguise +10, Perception +10, Sense Motive +8, Stealth +17, Use Magic Device +10; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elven magic, rogue talents (certainty, fast stealth), trapfinding +2
Other Gear mithral chain shirt, +1 composite longbow (+1 Str), +1 rapier, belt of incredible dexterity +2, 580 gp
--------------------
Special Abilities
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Certainty (Stealth, 1/day) (Ex) Reroll skill check with selected skill (take better).
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.


Teiidae wrote:

I've run this adventure before, hope that doesn't boot me out.

Dotting.

That's perfectly fine.

Gaurwaith wrote:
, any idea how long recruitment will be open for?

Maybe a week or two? It kind of depends on the quality of the submissions I get - if we find two perfect matches quickly, there's little sense keeping it open beyond that.


Because I'm a nerd, I went and looked up the ap, and I can say I'm excited. So much backstory could be made for this. Raids of hobbos is great, and provides so much I could do. Hell I could be tracking a group, having had them kill a village i was friendly/trading with, and now I may make a ranger now I look up where this is. (I previously was thinking it was a more city type place, not being familiar with Isgar)


At first E6 didn't sound all that appealing but the more I thought about it the more I wanted to at least give it a go. Sounds like the intent is to get the players to think outside the box for difficult situations. So I'll submit this character Deneb Flynvius. He was a cohort in a Kingmaker game so he'll need some work, especially backstory. He's a halfling (which seems to be a theme here) druid with a Roc companion. He rides his companion into battle, casting spells from the sky. Should help on multiple fronts.

Shadow Lodge

Wanting to take Improved Familiar for a feat, are you ok with a small Invisible Stalker for her familiar? It is listed on the list with that feat. I kind of like the idea of having what others think is an imaginary friend for her familiar.


I like the second ability array but the 8 is awkward for a halfling. I am not a fan of below average stats. Can I reduce the 15 to 14 and raise the 8 to a 10?


Super interested, and actually have several concepts that would work rather well. Would you allow a Synthesist Summoner? I have a Green Lantern-ish idea for one (knowing Red Hand a little bit);

Concept (Spoilered for people who might now know some of the hooks):
The idea is for the Eidolon to be an Outsider that is either sent by, or maybe even a bit of, Bahamut. It would go to a young man who is good, through and through, but was stricken by disease or injury and is unable to walk unassisted. Bahamut would have chosen this young man to wield his power to oppose Tiamat in the prime material plane.

If that's a no-fly, that's okay, I have a couple of other ideas as well.


Also, are background skills being used? And would you allow crafting feats to reduce gear cost?


As one of the players: this is a tough AP. In a good way. But glass cannons are likely to die. We are not set up to have someone else take the hits for you, nor can we fully heal all the damage dealt in combat by tactically sound enemies (who know how to focus fire); you need HP, AC, and saves to survive. The AP is designed to challenge level 11 PCs and we will only ever get 6 HD. I strongly suggest investing in Con. The smaller your HD, the more it matters. There won't necessarily be a front line in any given battle. And I don't want to spend more of my turns doing in-combat healing than I have to.

At the other extreme, a level 4 synthesist summoner could have solo'ed the last battle that was a near-TPK. Max HP for both the summoner and the eidolon, so 80+ with self-healing, AC around 30 with Mage Armor and Shield (the enemy fighters attacked at +9)? With barbarian-level offense and spellcasting? It's a poorly balanced class that would render the rest of us superfluous. Perhaps other super-optimized builds could have done likewise (and I would encourage you all to not submit such), but it's basically baked into the synthesist. You don't even have to try.


It is definitely a powerful class, no arguments here. Hence why I asked! Although I didn't read the character creation rules as max HP for the Eidolon; it is not precisely a companion, and is a summoned creature. So I figured I'd be rolling for it, though that is only a *very* small mitigating factor.


I went ahead and made a Gunslinger (Musket Master). Pretty decent ranged damage and okay defenses/health. Crunch is done and (I think) correct; don't have time to work on backstory today, but I will when I get home tonight.
Here's Kaihlan.

Sczarni

Synthesist summoner! That beastly monstrosity. And a 11 level adventure with a level 6 maximum sounds dangerous indeed. Eidolons are definitely companions, unless you summon them with a spell, such as Summon Eidolon. That's when they count for the bonus of Augmented Summons, making them more beastly.

Though my sorcerer is a glass cannon, I do have more hitpoints than some of the party members and am a ranged combatant with some pretty nice controlling options in adjustable blast zones. The staggered condition is going to save someone's bacon when the adventure goes into the higher levels, as those monsters will have more attacks by then. By that point my save DCs won't be all that high unless money comes into play.

But it'll be fun while everyone lives. A challenging adventure is much more exciting than an adventure where you fight CR 2 beasties as a level 10 character. And AC! Oh, AC won't do a thing against higher level monsters. I learned that from Rise of the Runelords. Monsters running around, auto-hitting all party members except the monk, sometimes.

Liberty's Edge

I would love to try and get into this game!! How would a monk (zen archer) fit? I will stat it out for you and see what you think.

Sczarni

Though I must ask, are the encounters' loots rolled for or is loot just what the adventure gives you? Are we going to scavenge off of dead level 6 PCs and sell things to buy better gear?


Here is the my zen archer character...hope he meets your approval.

Daniel Stewart


Lavinia Batharoy wrote:
Wanting to take Improved Familiar for a feat, are you ok with a small Invisible Stalker for her familiar? It is listed on the list with that feat. I kind of like the idea of having what others think is an imaginary friend for her familiar.

Could you show me the rules for that? The only invisible stalker I can find is CR 7, so obviously it isn't appropriate as a familiar - and I can't find it on the Improved Familiar list either.

Quote:
Though I must ask, are the encounters' loots rolled for or is loot just what the adventure gives you? Are we going to scavenge off of dead level 6 PCs and sell things to buy better gear?

I'm converting the adventure from 3.5e to pathfinder. This includes messing with the gear a bit. Don't worry overmuch.

Quote:

I like the second ability array but the 8 is awkward for a halfling. I am not a fan of below average stats. Can I reduce the 15 to 14 and raise the 8 to a 10?

You can reduce the 14 to a 12, to move the 8 to 10, if you like.

Quote:
Super interested, and actually have several concepts that would work rather well. Would you allow a Synthesist Summoner? I have a Green Lantern-ish idea for one (knowing Red Hand a little bit);

Synthesist is a little above the mark we're looking for here, sorry. You'd probably be overshadowing the rest of the party by a lot, they aren't super optimized.


Crayfish Hora wrote:
Though my sorcerer is a glass cannon, I do have more hitpoints than some of the party members

Yeah, that's not a problem. Most arcane casters are relatively fragile, but you can mitigate it with Con and FCB (as you have), and/or Toughness.

I have heard in PFS "Well I'll stay in the back and not get hit" from players of 10-Con casters (the true glass cannons); for a variety of reasons that isn't going to work here.

We don't have a front line. The enemies are smart. Sometimes they use ranged or area attacks. You WILL get attacked.

At the same time (hoping I'm clear on this) saying it's tough does NOT mean I hope we get a new PC so overpowered that it becomes a cakewalk.


Dodekatheon wrote:
Also, are background skills being used? And would you allow crafting feats to reduce gear cost?

Background skills I generally like, but they're not in use in this game.

No on crafting feats to reduce the cost of gear.


Guessing Background Skills aren't in use considering the character sheets of the active players?

Edit: Ninja'd


Zayne Iwatani wrote:
Guessing Background Skills aren't in use considering the character sheets of the active players?

'

Yeah. Starting over I might've put them in there, but they're not, so they won't be.

Sczarni

Zelligar the Mystic wrote:


I have heard in PFS "Well I'll stay in the back and not get hit" from players of 10-Con casters (the true glass cannons); for a variety of reasons that isn't going to work here.

Ha, this! I was a cleric with 10 Con in PFS. He was my first character for that type of game and he was mad as a bat. He did die, but only to an exploding monster, well after I had enough money for a rez.

Of course, PFS is filled with some interesting peeps. I myself made a witch wear full plate and carry a towershield, front lining with more AC than my other melee friends. Sure, I wasn't going to cast any spells in the armor, but I can still use hexes. I walked in front of the other spell casters and they were ever so grateful.


I think I have most things updated. The backstory is a little long but I decided not to change too much. I just added a bit at the end to explain why he is in Elsir Vale. Basically it was supposed to be a journey of self-discovery that ended with him getting captured thanks to bad luck.


Zelligar the Mystic wrote:
I have heard in PFS "Well I'll stay in the back and not get hit" from players of 10-Con casters (the true glass cannons); for a variety of reasons that isn't going to work here.

What if I'm 150ft above the battle on a creature with a movement speed of 80 and a fly skill of 18?


Deneb Flynvias wrote:
Zelligar the Mystic wrote:
I have heard in PFS "Well I'll stay in the back and not get hit" from players of 10-Con casters (the true glass cannons); for a variety of reasons that isn't going to work here.
What if I'm 150ft above the battle on a creature with a movement speed of 80 and a fly skill of 18?

Lots and lots of archers, would be my go-to solution. But it works wonders on land-bound monsters.


Dungeons may also be a problem. But hey, it's your PC, go for it. At least as a druid you have d8 HD and can heal yourself and your bird.

Flying 150' up does mean that Zelligar will never have to worry about stabilizing you...

Sczarni

I mean, at that level, it wouldn't even matter if you exploded. Druids can just pop back to life at 5th level, endlessly.


Zelligar the Mystic wrote:

Dungeons may also be a problem. But hey, it's your PC, go for it. At least as a druid you have d8 HD and can heal yourself and your bird.

Flying 150' up does mean that Zelligar will never have to worry about stabilizing you...

I assume dungeon's aren't too big of a thing in this campaign. Didn't sound like it by in the player's guide. And it may be a bit gimmicky but I took evolved companion to give his Roc the Skilled evolution. +8 racial to Fly. Wanted to be the best darn flyer around. That and hit most fly DC's without trying, like Hover, 180's, and not to loose altitude after an attack. That should make dungeons easier. Garuda will be the main damage so he won't be at 150ft often. Pop a spell or two then swoop in. Is an animal companion's level 7 advancement an option after we hit max level?


Deneb Flynvias wrote:
Zelligar the Mystic wrote:

Dungeons may also be a problem. But hey, it's your PC, go for it. At least as a druid you have d8 HD and can heal yourself and your bird.

Flying 150' up does mean that Zelligar will never have to worry about stabilizing you...

I assume dungeon's aren't too big of a thing in this campaign. Didn't sound like it by in the player's guide. And it may be a bit gimmicky but I took evolved companion to give his Roc the Skilled evolution. +8 racial to Fly. Wanted to be the best darn flyer around. That and hit most fly DC's without trying, like Hover, 180's, and not to loose altitude after an attack. That should make dungeons easier. Garuda will be the main damage so he won't be at 150ft often. Pop a spell or two then swoop in. Is an animal companion's level 7 advancement an option after we hit max level?

That'd be well within the scope of your capstone feat, yeah.


I noticed that some where mentioned we would come in with gold mroe than the current players, so do you want us to rework our equipment to match theirs? I know what i'm going to drop out of the character if so, because I am not wanting a superstar character


Just use WBL for level 5, it's fine.

Liberty's Edge

When will you be making your choice?? Just curious :-)

Shadow Lodge

I found it on this list. However, it doesn't give any stats for it on that one. So to make it easier, I think I will just use a Sprite instead.

They are listed on the Improved Familiar list for a level 5 caster.


Sprites sound great!

As for when I'll be making my choice, probably a week or so from now. Might be two.


I'm also one of the characters in this game. Looking forward to have some fresh players to join us!

Here is my attempt to begin collecting the created submissions. If I omitted your submission, just let us know.

Shishka, Female Gear Gnome Bard (Prankster) 2 Gunslinger (Experimental Gunsmith) 3
Yuskal, Male Nagaji Sorcerer (Naga-Blooded) 5 (wordcaster)
Deneb Flynvias, Male Halfling Druid 5
Kaihlan, Male Musket Master Gunslinger 5
Dai, Human Monk (Zen Archer) 5
Lavinia Batharoy, Female Changeling Witch 5


If I'd known summarizing the applications would shut down further activity, I wouldn't have done it!

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