OK, guys, links are set up. I still need to go over the loot list and see if it matches with the adventure or if a few things slipped through the cracks. And then I'll get the map picture for the shrine all ready and we'll start there.
Kobold Sorcerer 9 | 50/50 HP | AC 24 T 19 FF 17 CMD 21 | Fort +6 Ref +11 Will +7 (+2 vs. disease) | Initiative +7 | Perception +14, +18 vs. traps (darkvision 60')
There's also the dusts of illusion & tracelessness, and the 'stump remover'. I successfully identified the wand of prestidigitation (& used a charge to check) but not the wand of grease, not vice versa.
Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)
wow everyone seems to have disappeared XD
but on the subject of the loot, I think Xakroo will take one of the thunderstones, and the other tanglefoot bag.
HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17
Male Duergar Warpriest 3 | HP 24/24 | AC 19/FF 16/Touch 13 (+2 dodge vs goblinoids) | Init + 3 | Fort +5 | Ref +4 | Will +6 | +2 vs spells/spell-like/poison, +4 vs bull rush/trip | Perception +4
Lol, I'm a bit worried for when we get in to 'real' combat. The dice have been WAAAAAY too nice to me so far. Makes me nervous. =)
Hey guys, we need to talk a bit about whether you are interested in part of this adventure path. You're going to need to take care of all these survivors. Are you interested in using the militia rules and keeping track of all the details of your followers, or would you rather we hand wave that and only talk about it where it moves the story forward? I have my doubts whether it would work well over play by post, but I don't want to make a unilateral decision on the issue.
Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)
hmm...I'm not a big fan of the militia system (I find it to be a bit clunky), so I vote for a hand wave and only talk about the survivors when it moves the story.
HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17
if it's like the army system in wrath of the righteous, i say handwave it unless it is essential to the story.
Male Duergar Warpriest 3 | HP 24/24 | AC 19/FF 16/Touch 13 (+2 dodge vs goblinoids) | Init + 3 | Fort +5 | Ref +4 | Will +6 | +2 vs spells/spell-like/poison, +4 vs bull rush/trip | Perception +4
I'm not familiar with it, so I'm fine with either option.
Ok, it sounds like we have consensus to ignore the militia rules. Your group of followers will still sometimes impact the plot, but this will be much simpler.
Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)
holy crap so sorry, my computer/internet for some reason wouldn't let me load paizo.
HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17
It's not you, it's pauzo... can reach via phone, but not computer.
Male Duergar Warpriest 3 | HP 24/24 | AC 19/FF 16/Touch 13 (+2 dodge vs goblinoids) | Init + 3 | Fort +5 | Ref +4 | Will +6 | +2 vs spells/spell-like/poison, +4 vs bull rush/trip | Perception +4
Huh. I didn't realize that would do anything mechanically, just playing the character. Cool!
Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)
Xakroo grabbed the other 3 potions of cure light wounds, and is holding onto the composite longbow
Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)
Male Duergar Warpriest 3 | HP 24/24 | AC 19/FF 16/Touch 13 (+2 dodge vs goblinoids) | Init + 3 | Fort +5 | Ref +4 | Will +6 | +2 vs spells/spell-like/poison, +4 vs bull rush/trip | Perception +4
Should we put things on our character sheets as well, or just notate on the loot list?
Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6
Charzark doesn't think a weapon is much use to him, and portable alchemist lab would be a nice alternative (and cheaper) but he'd need someone to help him carry it. If not, he'll pick a light crossbow.
The intention was for a combat useful item if you don't really use weapons. My suggestions would be the crossbow you were talking about, a 25 charge wand for anything on the alchemist 'spell' list, or getting a masterwork dagger as your 'emergency' weapon.
This is an alternate way that i sometimes run a surprise round, especially online where is speeds things up. If the enemy didn't see you when you as a party have time to confer, you get an action or two before I roll initiative. It could be used for buffs, or to get in one good attack.
Male Duergar Warpriest 3 | HP 24/24 | AC 19/FF 16/Touch 13 (+2 dodge vs goblinoids) | Init + 3 | Fort +5 | Ref +4 | Will +6 | +2 vs spells/spell-like/poison, +4 vs bull rush/trip | Perception +4
Did the map get changed or something? I had Morgryn within 45 feet of the wolf and now he's like...much further back and out of charge range for both of them? Or maybe it didn't save my movement, I don't know. Sigh. I'll post in a bit and I guess I'll just double-move since I'm no longer in charge range.
Of course, it doesn't matter since Kwaizy is directly in the charge line anyway.
Male Duergar Warpriest 3 | HP 24/24 | AC 19/FF 16/Touch 13 (+2 dodge vs goblinoids) | Init + 3 | Fort +5 | Ref +4 | Will +6 | +2 vs spells/spell-like/poison, +4 vs bull rush/trip | Perception +4
It's fine. My post is already in there and I can't edit or delete it now, so we can just move on, no biggie. =)
Also has it been an hour or more since we got the blessing from the deities or is that still in effect?
Kobold Sorcerer 9 | 50/50 HP | AC 24 T 19 FF 17 CMD 21 | Fort +6 Ref +11 Will +7 (+2 vs. disease) | Initiative +7 | Perception +14, +18 vs. traps (darkvision 60')
Guys, read the map. Yewleaf's attacking the wolf not the hobgoblin. Since she's going to be out of action from the color spray for a few rounds it might be better to join Yew on the wolf for most of us.
Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6
Hi. I'm out of town with barely any cell phone signal. I'm sorry to have given no warning but it's been a familiar emergency. Should be back home by Wednesday at most.
HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17
Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)
HP Roll:1d10 ⇒ 5
okay so 5 hp to Xakroo.
so by new gear for the class level, do we just add new gear based on our class average gold?
No, for gear, you take the level 2 wealth by level. You can get rid of anything or acquire anything you want, as long as the total you end up with is at or just under wealth by level. Any consumables that got used up you don't have any more, so they don't enter into this. It's more complicated if you want any more expensive goodies you found on the adventure or if you want a partial wand. We'll deal with that situation if it happens to anyone.
I will be adding a few items to what you have from wealth by level in a way that makes sense to the story. (that includes a way of healing Yewleaf; I haven't forgotten that concern)
Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)
Okay so that means we calculate our new gear by level 2 wealth (for example, my ranger would have average of 350 gp at level 2. so do I treat the gear I have against the 350 gp (aka subtract 350 from all the gear I have now) or something else?
Actually, wealth by level for level 2 is 1000 gp for any class. You can keep any of your old gear you want, but then it counts as part of that 1000 gp. I rather expect you will all keep the masterwork weapons you found.
I would not say that this rule is standard for play by post, it's just a rule that I have found to increase the fun.