Revival of the Runelords

Game Master Cellion

(RotRL Handouts) | (RotRL Maps) | (RotRL Loot Log)

INIT template:
[dice=Kargas]d20+3[/dice]
[dice=Flo]d20+7[/dice]
[dice=Rig]d20+5[/dice]
[dice=Colvyn]d20+4[/dice]
[dice=Kellek]d20+2[/dice]
[dice=Guiness]d20+1[/dice]


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Undine Varisian Pilgrim 5 | HP: 43/43 | AC: 18 T: 13 FF: 15 CMD: 16| F: +7 R: +4 W: +10 +2vsCharms/Compulsions| Init +7 | Perception +13, Sense Motive +12; Darkvision 60ft | Move [40] 50
Tracked Resources:
Reach 3/3 | Bit of Luck: 7/7 | Agile Feet: 7/7 | Spells: 1st 4+1/4+1 2nd 2+1/3+1 3rd 2+1/2+1 | Channel Positive Energy 3/3 | Bless 35/50

Ha! Thanks Rig, I totally forgot about that. I was looking at my Adventuring Skills and was like welp, guess I'm going with a straight dice roll! I must admit though, Kargas wrasslin' a horse would be a good show XD


BUFFS: none CONDITIONS: none
RAGING:
Rounds per Day 14/14 l 61/61hp l F +11 R +5 W +5 l AC18 Touch10 FF16 CMB +11 CMD23 l Atk +12 Dmg 2d4+10
Half-Orc CN Bloodrager4 l 46/46hp l F +8 R +5 W +3 l AC20 Touch12 FF18 CMB +9 CMD21 l Perc +8 l Darkvision 60ft l Init +3 l Spd30ft l Intimidate +12

So our casters are Rig, Kellek, Floredana, & Colvyn. Those four definitely need to get 8 hours of sleep. Guiness & Kargas don't get any spells, so we can take the bulk of the watch & get some extra shut-eye while the spell-preparations are underway. Sound like an okay plan?

Maybe Rig & Kellek/Flor as first watch (2hr), followed by Colvyn & Flor/Kellek (2hr), followed by Kargas & Guiness?

GM, what's your ruling for a "full night's rest"? For caster's it's pretty clear but for martial's less so. If Guiness and Kargas get 6-7 hours instead of 8 are we auto-fatigued? Fort save? Something else?


M Ifrit Bard (Arcane Duelist) 4 | HP 32/32 | AC16 : T11 : FF15 : CMD17 : CMB+6 | F+3 : R+5 : W+3 | Init +5| Per +5 : SM +3 : Darkvision 60': Move 30' |
Magic!:
Bard Performances: 11/13 |Spells: 0) Spark, Ghost sound, Detect Magic, Message, Prestidigitation, Dancing Lights | 4/4/day 1) Cure Lt Wounds, Grease, Dazzling Blade, Vanish | 2/2/day 2) Bladed Dash, Heroism

sounds good Kargas

Grand Lodge

Male Dwarf | LG Fighter | Speed 20 | Initiative +1 | AC: 21 (Touch 12, FF 19) | Hp: 64 (64/64) | Fort: +8, Reflex +3, Will +4 (+1 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 20 | | Melee +11 Warhammer+1: 1d8+7+1 Fire, +9 Helmet 1d4+3 (+4 Headbutt 1d4+1), Ranged +7 Thrown Hammer 1d4+4 | CMB: +8 | Character Sheet
Skills:
Perception +7, Sense Motive +5, Climb +1, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Geography/History +1, Metalcraft +12, Survival +5, Swim +1, Soldier +5
Conditions:
None

Guiness will be fatigued if he rests in his armor, but when he has been assigned to units with spellcasters, he typically does the swing shift so they can take the first or last watch and get 8 hours continuous rest. As far as adventuring groups go, this is all new territory to him. He will do whatever is needed.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

Yep 6 hours is enough for the non-casters to avoid fatigue (any less than that and you makes saves vs. fatigue, IIRC). You only get the overnight natural healing with a full 8 hours.

I assume you guys don't wear armor while sleeping unless you have Endurance or make a specific statement saying you will.

Looks like Kargas is suggesting:

Rig + Kellek 2 hrs
Colvyn + Flo 2 hrs
Kargas + Guiness 6 hrs
Rig + Kellek + Colvyn + Flo 2 hrs (during which some spell prep happens)

Which gives everyone but Guiness and Kargas 8 hours of sleep.

Grand Lodge

Male Dwarf | LG Fighter | Speed 20 | Initiative +1 | AC: 21 (Touch 12, FF 19) | Hp: 64 (64/64) | Fort: +8, Reflex +3, Will +4 (+1 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 20 | | Melee +11 Warhammer+1: 1d8+7+1 Fire, +9 Helmet 1d4+3 (+4 Headbutt 1d4+1), Ranged +7 Thrown Hammer 1d4+4 | CMB: +8 | Character Sheet
Skills:
Perception +7, Sense Motive +5, Climb +1, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Geography/History +1, Metalcraft +12, Survival +5, Swim +1, Soldier +5
Conditions:
None

Yep, Guiness does not rest in *actual* armor, but his under-padding for the banded mail counts as "padded" armor, making his AC 15 when surprised during the night, assuming he has time to grab his shield...


M Ifrit Bard (Arcane Duelist) 4 | HP 32/32 | AC16 : T11 : FF15 : CMD17 : CMB+6 | F+3 : R+5 : W+3 | Init +5| Per +5 : SM +3 : Darkvision 60': Move 30' |
Magic!:
Bard Performances: 11/13 |Spells: 0) Spark, Ghost sound, Detect Magic, Message, Prestidigitation, Dancing Lights | 4/4/day 1) Cure Lt Wounds, Grease, Dazzling Blade, Vanish | 2/2/day 2) Bladed Dash, Heroism

sounds good


Undine Varisian Pilgrim 5 | HP: 43/43 | AC: 18 T: 13 FF: 15 CMD: 16| F: +7 R: +4 W: +10 +2vsCharms/Compulsions| Init +7 | Perception +13, Sense Motive +12; Darkvision 60ft | Move [40] 50
Tracked Resources:
Reach 3/3 | Bit of Luck: 7/7 | Agile Feet: 7/7 | Spells: 1st 4+1/4+1 2nd 2+1/3+1 3rd 2+1/2+1 | Channel Positive Energy 3/3 | Bless 35/50

Same here!


Male Human (Keleshite/Ulfen) Wizard (exploiter) 5 | hp 27 | AC 13, T 12, FF 11 | CMD 14 | F +1, R +3, W +5 | Spd 30' | Init +2 | Kn(Arc, Dun, His, Loc, Nat, Pla, Rel) +11, Kn(Others) +8, Perc +7, SensM +6, Scrft +15 | arc reservoir 4/8 | magic missile wand 28/38

Zzzz.


Male Human (Keleshite/Ulfen) Wizard (exploiter) 5 | hp 27 | AC 13, T 12, FF 11 | CMD 14 | F +1, R +3, W +5 | Spd 30' | Init +2 | Kn(Arc, Dun, His, Loc, Nat, Pla, Rel) +11, Kn(Others) +8, Perc +7, SensM +6, Scrft +15 | arc reservoir 4/8 | magic missile wand 28/38

If it is possible Kellek suggests running some twine (which he can supply) out to the bridge release and rigging it so that it can be pulled by someone at or behind the gate. We could put a little spy hole in the gate with a dagger if need be.


Undine Varisian Pilgrim 5 | HP: 43/43 | AC: 18 T: 13 FF: 15 CMD: 16| F: +7 R: +4 W: +10 +2vsCharms/Compulsions| Init +7 | Perception +13, Sense Motive +12; Darkvision 60ft | Move [40] 50
Tracked Resources:
Reach 3/3 | Bit of Luck: 7/7 | Agile Feet: 7/7 | Spells: 1st 4+1/4+1 2nd 2+1/3+1 3rd 2+1/2+1 | Channel Positive Energy 3/3 | Bless 35/50

So this question is directed mainly at GM Cellion and Kellek: With knowledge checks, do we need to wait to be told the information, or can we assume it is spread?

I ask because on the one hand, it speeds things up. On the other, it takes away a piece of the game from someone who invested heavily in the skill.


BUFFS: none CONDITIONS: none
RAGING:
Rounds per Day 14/14 l 61/61hp l F +11 R +5 W +5 l AC18 Touch10 FF16 CMB +11 CMD23 l Atk +12 Dmg 2d4+10
Half-Orc CN Bloodrager4 l 46/46hp l F +8 R +5 W +3 l AC20 Touch12 FF18 CMB +9 CMD21 l Perc +8 l Darkvision 60ft l Init +3 l Spd30ft l Intimidate +12

I don't mind having Kargas act without player knowledge, though it may get him killed at higher levels :(


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

I always assume you guys will automatically share info. Doing otherwise is way too slow for PbP (where the person who made the check might not have a chance to post for a while), and it often degenerates into copy-pasting what the GM wrote anyway.


Male Human (Keleshite/Ulfen) Wizard (exploiter) 5 | hp 27 | AC 13, T 12, FF 11 | CMD 14 | F +1, R +3, W +5 | Spd 30' | Init +2 | Kn(Arc, Dun, His, Loc, Nat, Pla, Rel) +11, Kn(Others) +8, Perc +7, SensM +6, Scrft +15 | arc reservoir 4/8 | magic missile wand 28/38
GM Cellion wrote:

I always assume you guys will automatically share info. Doing otherwise is way too slow for PbP (where the person who made the check might not have a chance to post for a while), and it often degenerates into copy-pasting what the GM wrote anyway.

[Indignantly] Oh, like I would ever do that! ;)


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

:D

You wouldn't believe how many people in Society play *do* do that though.


Male Human (Keleshite/Ulfen) Wizard (exploiter) 5 | hp 27 | AC 13, T 12, FF 11 | CMD 14 | F +1, R +3, W +5 | Spd 30' | Init +2 | Kn(Arc, Dun, His, Loc, Nat, Pla, Rel) +11, Kn(Others) +8, Perc +7, SensM +6, Scrft +15 | arc reservoir 4/8 | magic missile wand 28/38

I don't need to believe it. I've seen it. I try when I can to make the descriptions less meta-mechanical.

Silver Crusade

Human Female Paladin of Shelyn 5 | hp 42/48 | AC 21 T 11 FF 20 | CMD 19 | F +10 R +6 W +8 | Spd 20' | Init +1 | Diplo +10, HAnim +10, KnNob +5, KnPla +6, KnRel +5, Perc -2, Ride +6, SensM -2 | smite 2/2 | lay hands 6/6 | wand clw 39/50 |
Colvyn "Slick" Dashtail wrote:

Hate fighting inside... There is no place to get a proper shot. colvyn moves again, trying to stay out of reach of the creature. He then sends an arrow flying toward the ugly thing.

[dice=Longbow vs Anime monster]1d20+9+1+1

"Anime monster!? WHERE!? For I am the Pretty Knight in Mail, Guardian of Love and Justice, Apollyanna Sukino! In the name of the Eternal Maiden, I will punish them!"

Activates smite evil!


BUFFS: none CONDITIONS: none
RAGING:
Rounds per Day 14/14 l 61/61hp l F +11 R +5 W +5 l AC18 Touch10 FF16 CMB +11 CMD23 l Atk +12 Dmg 2d4+10
Half-Orc CN Bloodrager4 l 46/46hp l F +8 R +5 W +3 l AC20 Touch12 FF18 CMB +9 CMD21 l Perc +8 l Darkvision 60ft l Init +3 l Spd30ft l Intimidate +12

A paladin?! Not a Magical Child Vigilante?? Am disappoint

Grand Lodge

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Male Dwarf | LG Fighter | Speed 20 | Initiative +1 | AC: 21 (Touch 12, FF 19) | Hp: 64 (64/64) | Fort: +8, Reflex +3, Will +4 (+1 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 20 | | Melee +11 Warhammer+1: 1d8+7+1 Fire, +9 Helmet 1d4+3 (+4 Headbutt 1d4+1), Ranged +7 Thrown Hammer 1d4+4 | CMB: +8 | Character Sheet
Skills:
Perception +7, Sense Motive +5, Climb +1, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Geography/History +1, Metalcraft +12, Survival +5, Swim +1, Soldier +5
Conditions:
None

Deja vu...Guiness’ last incarnation in PBP was killed by a grappling aberration...

Liberty's Edge

Female Elf Scholar 3 | hp 25 | AC 16 T 13 FF 13 | CMD 16 (varies) | F +4 R +5 W +0 | Spd 35' | Init +5 | KnHis +4, KnLoc +7, KnNob +4, Perc +4, SensM +4 |
Kargas Stormscar wrote:
A paladin?! Not a Magical Child Vigilante?? Am disappoint

Actually if she weren't CORE, I would have made her a chosen one (I think that's the paladin archetype) and given her a cat familiar. I actually don't find the vigilante very on type for the vigilantes I wanna play like this one for instance.


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Male Human (Keleshite/Ulfen) Wizard (exploiter) 5 | hp 27 | AC 13, T 12, FF 11 | CMD 14 | F +1, R +3, W +5 | Spd 30' | Init +2 | Kn(Arc, Dun, His, Loc, Nat, Pla, Rel) +11, Kn(Others) +8, Perc +7, SensM +6, Scrft +15 | arc reservoir 4/8 | magic missile wand 28/38
Floredana Mandulescu wrote:
LOL Love the Color Spray spell effect! That's fantastic.

Made and left an unedited one to copy and paste for your own games off to the side. I took off the cropping (for the wall) and the 50% transparency. Always remember to move it behind the layers of any characters moving around on the map. ;)


Undine Varisian Pilgrim 5 | HP: 43/43 | AC: 18 T: 13 FF: 15 CMD: 16| F: +7 R: +4 W: +10 +2vsCharms/Compulsions| Init +7 | Perception +13, Sense Motive +12; Darkvision 60ft | Move [40] 50
Tracked Resources:
Reach 3/3 | Bit of Luck: 7/7 | Agile Feet: 7/7 | Spells: 1st 4+1/4+1 2nd 2+1/3+1 3rd 2+1/2+1 | Channel Positive Energy 3/3 | Bless 35/50

Thanks Kellek! :D

Grand Lodge

Male Dwarf | LG Fighter | Speed 20 | Initiative +1 | AC: 21 (Touch 12, FF 19) | Hp: 64 (64/64) | Fort: +8, Reflex +3, Will +4 (+1 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 20 | | Melee +11 Warhammer+1: 1d8+7+1 Fire, +9 Helmet 1d4+3 (+4 Headbutt 1d4+1), Ranged +7 Thrown Hammer 1d4+4 | CMB: +8 | Character Sheet
Skills:
Perception +7, Sense Motive +5, Climb +1, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Geography/History +1, Metalcraft +12, Survival +5, Swim +1, Soldier +5
Conditions:
None

I don't mind a little inter-party conflict and role-playing opportunity...But let me know if you guys find it too intense & I'll have Guiness back off.


Undine Varisian Pilgrim 5 | HP: 43/43 | AC: 18 T: 13 FF: 15 CMD: 16| F: +7 R: +4 W: +10 +2vsCharms/Compulsions| Init +7 | Perception +13, Sense Motive +12; Darkvision 60ft | Move [40] 50
Tracked Resources:
Reach 3/3 | Bit of Luck: 7/7 | Agile Feet: 7/7 | Spells: 1st 4+1/4+1 2nd 2+1/3+1 3rd 2+1/2+1 | Channel Positive Energy 3/3 | Bless 35/50

I don't have a problem with it either as long as everyone is willing to tone it down as soon as someone isn't enjoying it!


Undine Varisian Pilgrim 5 | HP: 43/43 | AC: 18 T: 13 FF: 15 CMD: 16| F: +7 R: +4 W: +10 +2vsCharms/Compulsions| Init +7 | Perception +13, Sense Motive +12; Darkvision 60ft | Move [40] 50
Tracked Resources:
Reach 3/3 | Bit of Luck: 7/7 | Agile Feet: 7/7 | Spells: 1st 4+1/4+1 2nd 2+1/3+1 3rd 2+1/2+1 | Channel Positive Energy 3/3 | Bless 35/50

Nice job with the caster :D


BUFFS: none CONDITIONS: none
RAGING:
Rounds per Day 14/14 l 61/61hp l F +11 R +5 W +5 l AC18 Touch10 FF16 CMB +11 CMD23 l Atk +12 Dmg 2d4+10
Half-Orc CN Bloodrager4 l 46/46hp l F +8 R +5 W +3 l AC20 Touch12 FF18 CMB +9 CMD21 l Perc +8 l Darkvision 60ft l Init +3 l Spd30ft l Intimidate +12

Question on the turn order and how effects resolve, GM.

So in the initiative order, Flor goes before Kargas. I posted my turn first and didn't include Bit of Luck because it hadn't happened yet, but Flor just cast it on me before the merc hit me and the new round started.

What happens with that Bit of Luck? Is it wasted since Flor goes before me, or may I reroll my barely-missed attack? Any ruling is fine, just making sure we're all on the same page.

Also: DOES THAT MERC HAVE CORNUGON SMASH?! I WANT CORNGON SMASH! That is all.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

My philosophy is to resolve actions in posting order and try to avoid backtracking and retroactive actions wherever I can. What that means is that since Flo posted after you last round, you have bit of luck this round!

It can get a bit confusing if (for example) Flo posted late last round but early this round, but assume you get 1 round's worth of bit-of-luck either way.
---

Also, cornugon smash is awesome and super strong. :>


BUFFS: none CONDITIONS: none
RAGING:
Rounds per Day 14/14 l 61/61hp l F +11 R +5 W +5 l AC18 Touch10 FF16 CMB +11 CMD23 l Atk +12 Dmg 2d4+10
Half-Orc CN Bloodrager4 l 46/46hp l F +8 R +5 W +3 l AC20 Touch12 FF18 CMB +9 CMD21 l Perc +8 l Darkvision 60ft l Init +3 l Spd30ft l Intimidate +12

Slammed at work, margin calls. Will post this evening!


BUFFS: none CONDITIONS: none
RAGING:
Rounds per Day 14/14 l 61/61hp l F +11 R +5 W +5 l AC18 Touch10 FF16 CMB +11 CMD23 l Atk +12 Dmg 2d4+10
Half-Orc CN Bloodrager4 l 46/46hp l F +8 R +5 W +3 l AC20 Touch12 FF18 CMB +9 CMD21 l Perc +8 l Darkvision 60ft l Init +3 l Spd30ft l Intimidate +12

On lunch, thanks for the bot GM!

One small thing: I think Cornugon Strike's intimidation ability only works on the creature damaged. Since he hit Kargas again the Intimidate check could only be aimed at him.


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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

While I love cornugon smash, this guy is using a different ability - one that lets him intimidate as a move action. It doesn't carry any restrictions on who you can intimidate.


BUFFS: none CONDITIONS: none
RAGING:
Rounds per Day 14/14 l 61/61hp l F +11 R +5 W +5 l AC18 Touch10 FF16 CMB +11 CMD23 l Atk +12 Dmg 2d4+10
Half-Orc CN Bloodrager4 l 46/46hp l F +8 R +5 W +3 l AC20 Touch12 FF18 CMB +9 CMD21 l Perc +8 l Darkvision 60ft l Init +3 l Spd30ft l Intimidate +12

Serves me right for assuming!


1 person marked this as a favorite.
Undine Varisian Pilgrim 5 | HP: 43/43 | AC: 18 T: 13 FF: 15 CMD: 16| F: +7 R: +4 W: +10 +2vsCharms/Compulsions| Init +7 | Perception +13, Sense Motive +12; Darkvision 60ft | Move [40] 50
Tracked Resources:
Reach 3/3 | Bit of Luck: 7/7 | Agile Feet: 7/7 | Spells: 1st 4+1/4+1 2nd 2+1/3+1 3rd 2+1/2+1 | Channel Positive Energy 3/3 | Bless 35/50

I can't remember if we have a party fund or something, but...

Proposition: We split the cost for healing wands. Since Colvyn bought the first one on his own, I'd also like to have him reimbursed (minus what he would have paid if we split it the first time).

Rationale: Our adventuring day would be much shorter without these little pieces of wood, but boy do we go through them quickly. I'd be just about out of spells and channels at this point if we didn't have it and we, at least, still have scary dogs and a demon priestess to fight. Can't imagine it'll change much as we go through the levels.


BUFFS: none CONDITIONS: none
RAGING:
Rounds per Day 14/14 l 61/61hp l F +11 R +5 W +5 l AC18 Touch10 FF16 CMB +11 CMD23 l Atk +12 Dmg 2d4+10
Half-Orc CN Bloodrager4 l 46/46hp l F +8 R +5 W +3 l AC20 Touch12 FF18 CMB +9 CMD21 l Perc +8 l Darkvision 60ft l Init +3 l Spd30ft l Intimidate +12

Instead of messing around with the math of reimbursement, why not just have each of us buy one for the party, taking turns? We all benefit and we all chip in.

Grand Lodge

Male Dwarf | LG Fighter | Speed 20 | Initiative +1 | AC: 21 (Touch 12, FF 19) | Hp: 64 (64/64) | Fort: +8, Reflex +3, Will +4 (+1 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 20 | | Melee +11 Warhammer+1: 1d8+7+1 Fire, +9 Helmet 1d4+3 (+4 Headbutt 1d4+1), Ranged +7 Thrown Hammer 1d4+4 | CMB: +8 | Character Sheet
Skills:
Perception +7, Sense Motive +5, Climb +1, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Geography/History +1, Metalcraft +12, Survival +5, Swim +1, Soldier +5
Conditions:
None

I am okay with either method. And hopefully we will find healing magic items as well...


M Ifrit Bard (Arcane Duelist) 4 | HP 32/32 | AC16 : T11 : FF15 : CMD17 : CMB+6 | F+3 : R+5 : W+3 | Init +5| Per +5 : SM +3 : Darkvision 60': Move 30' |
Magic!:
Bard Performances: 11/13 |Spells: 0) Spark, Ghost sound, Detect Magic, Message, Prestidigitation, Dancing Lights | 4/4/day 1) Cure Lt Wounds, Grease, Dazzling Blade, Vanish | 2/2/day 2) Bladed Dash, Heroism

also fine either way. one of the more useful purchases.


Male Human (Keleshite/Ulfen) Wizard (exploiter) 5 | hp 27 | AC 13, T 12, FF 11 | CMD 14 | F +1, R +3, W +5 | Spd 30' | Init +2 | Kn(Arc, Dun, His, Loc, Nat, Pla, Rel) +11, Kn(Others) +8, Perc +7, SensM +6, Scrft +15 | arc reservoir 4/8 | magic missile wand 28/38

Speaking as devil's advocate, Kellek feels that a staff of fire would be way more useful.

I would point out that there is an argument to be made that wizards should spend their dough on wizard-things, fighters should spend their dough on fighter-things, and that clerics should spend their dough on cleric-things, as all those things contribute to party success (and health!) in the long run. That said he'll comply this time with understanding that there will be a magical stick for him to use (i.e. staff of fire) that folks will chip in for somewhere down the road. ;)

On another point, I would suggest scaling up magical healing sticks as we increase in level. Yeah, I know they are cheap and everyone should have one but my characters only ever do if they are a healer type and can actually use the stick without resorting to UMD. As alluded to above, I rather spend money on stuff that makes them a better whatever-they-ares--I leave it everyone in the PFS to have a spare backscratcher of cure light itches, because nearly everyone has one--even if they can't use it. Selfish I know, but if my fighter can use the money for better armor so she's not hit so often then it all pans out. That and they are only cheap when you have time to spend 10 rounds healing everyone. Better to have a wand of cure serious wounds when you can afford one so you don't heal your buddy for 2 hp in the middle of a fight and then have the villain vital strike them to instakill for 37 points of damage. Just sayin'. Plus it's more useful in a fight against tougher (incorporeal) undead.

Grand Lodge

Male Dwarf | LG Fighter | Speed 20 | Initiative +1 | AC: 21 (Touch 12, FF 19) | Hp: 64 (64/64) | Fort: +8, Reflex +3, Will +4 (+1 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 20 | | Melee +11 Warhammer+1: 1d8+7+1 Fire, +9 Helmet 1d4+3 (+4 Headbutt 1d4+1), Ranged +7 Thrown Hammer 1d4+4 | CMB: +8 | Character Sheet
Skills:
Perception +7, Sense Motive +5, Climb +1, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Geography/History +1, Metalcraft +12, Survival +5, Swim +1, Soldier +5
Conditions:
None

I have played with groups that were very formal with treasure distribution, both coinage and items. There are several ways to make it “fair”, but they usually end up with suboptimal use of resources and hard feelings.

Perhaps it is playing computer games where I optimize the party as a whole, or maybe just my personality, but I prefer to be much more casual with treasure. For example, Guiness sees this whole operation as an extension of him being rescued, so he isn’t expecting any treasure—he is just happy to be alive.

In general, I am okay with handling the loot distribution however you guys want. Just tell me what Guiness’ share is and he will be fine. As far as items go, if he can use an item (like that shield), he will do so while it makes sense, but that doesn’t mean he has claimed it as treasure for himself yet.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

When I GM, I leave loot distribution entirely up to the players. But when I play, I often run loot distribution for the group (I do love my spreadsheets). Rather the opposite of Guiness' experience: I've found formal loot distribution does wonders for minimizing hard feelings and being equitable in making sure everyone gets stuff they want. There are a number of ways to do it that work really well in that respect, and in getting good utilization out of found loot.

OTOH, that's just my experience, and you guys should do whatever works best for you.

Grand Lodge

Male Dwarf | LG Fighter | Speed 20 | Initiative +1 | AC: 21 (Touch 12, FF 19) | Hp: 64 (64/64) | Fort: +8, Reflex +3, Will +4 (+1 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 20 | | Melee +11 Warhammer+1: 1d8+7+1 Fire, +9 Helmet 1d4+3 (+4 Headbutt 1d4+1), Ranged +7 Thrown Hammer 1d4+4 | CMB: +8 | Character Sheet
Skills:
Perception +7, Sense Motive +5, Climb +1, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Geography/History +1, Metalcraft +12, Survival +5, Swim +1, Soldier +5
Conditions:
None
GM Cellion wrote:

When I GM, I leave loot distribution entirely up to the players. But when I play, I often run loot distribution for the group (I do love my spreadsheets). Rather the opposite of Guiness' experience: I've found formal loot distribution does wonders for minimizing hard feelings and being equitable in making sure everyone gets stuff they want. There are a number of ways to do it that work really well in that respect, and in getting good utilization out of found loot.

OTOH, that's just my experience, and you guys should do whatever works best for you.

I love the spreadsheets too! Being detail-oriented and keeping good records of where loot goes is very important.

Perhaps an example of formality in loot sharing is warranted...

In one group, we totaled the coinage and items gp value, then divided by the number of people in the group. Everyone started out with that amount of “credit” to buy coinage or items. Then we would roll off to decide who got to go first picking an item. We would repeat until all the items were gone, then use player’s remaining credit to purchase coinage and gems, etc.

Very fair, precisely equal in loot distribution, but a recipe for disaster. Many times you couldn’t “afford” that new magic item perfect for your character, or someone else would roll higher and take it first.

Assigning found items that makes sense for the characters and splitting coinage equally seems to work much better. If more than one character wants an item, have them solve it in-game...

Just my 2 cp worth...


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Undine Varisian Pilgrim 5 | HP: 43/43 | AC: 18 T: 13 FF: 15 CMD: 16| F: +7 R: +4 W: +10 +2vsCharms/Compulsions| Init +7 | Perception +13, Sense Motive +12; Darkvision 60ft | Move [40] 50
Tracked Resources:
Reach 3/3 | Bit of Luck: 7/7 | Agile Feet: 7/7 | Spells: 1st 4+1/4+1 2nd 2+1/3+1 3rd 2+1/2+1 | Channel Positive Energy 3/3 | Bless 35/50

My only concern with loot distribution is that somebody doesn't get the short end of the stick and doubly so for AP's. AP's typically have loot that favors certain classes while neglecting others which can cause huge disparities in loot across the campaign. As long as there is a way to keep the gap from the wealthiest to the poorest PC within a reasonable level, I'll agree to the plan.

One of the methods I've experienced is to let people take what they need, sell the rest, and every two levels we run some numbers to see where everyone is at. If someone is below the expected wealth by level, they get a bigger share of the gp cut until they catch up. Our thinking, was that the bottom gets lifted while the top doesn't get penalized for playing an AP that gives them perfect items.

Not saying we have to do it, just sharing it for the discussion!


BUFFS: none CONDITIONS: none
RAGING:
Rounds per Day 14/14 l 61/61hp l F +11 R +5 W +5 l AC18 Touch10 FF16 CMB +11 CMD23 l Atk +12 Dmg 2d4+10
Half-Orc CN Bloodrager4 l 46/46hp l F +8 R +5 W +3 l AC20 Touch12 FF18 CMB +9 CMD21 l Perc +8 l Darkvision 60ft l Init +3 l Spd30ft l Intimidate +12

Rig did you get a new weapon? Just want to make sure we're not leaving you in the lurch before the next fight breaks out.


M Ifrit Bard (Arcane Duelist) 4 | HP 32/32 | AC16 : T11 : FF15 : CMD17 : CMB+6 | F+3 : R+5 : W+3 | Init +5| Per +5 : SM +3 : Darkvision 60': Move 30' |
Magic!:
Bard Performances: 11/13 |Spells: 0) Spark, Ghost sound, Detect Magic, Message, Prestidigitation, Dancing Lights | 4/4/day 1) Cure Lt Wounds, Grease, Dazzling Blade, Vanish | 2/2/day 2) Bladed Dash, Heroism

I did not, but I've got a few daggers, a whip, etc., so I'm not completely useless. Unfortunately I can't effectively use the bastard sword
longswords are pretty common. I'm not terribly worried just yet


Undine Varisian Pilgrim 5 | HP: 43/43 | AC: 18 T: 13 FF: 15 CMD: 16| F: +7 R: +4 W: +10 +2vsCharms/Compulsions| Init +7 | Perception +13, Sense Motive +12; Darkvision 60ft | Move [40] 50
Tracked Resources:
Reach 3/3 | Bit of Luck: 7/7 | Agile Feet: 7/7 | Spells: 1st 4+1/4+1 2nd 2+1/3+1 3rd 2+1/2+1 | Channel Positive Energy 3/3 | Bless 35/50

On mobile, but I’ll move wherever I have to do that I can get Rig with the spell.


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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

You have a lot of options due to the 40ft move speed you're rocking. I'll go ahead to just move you the minimum distance that'll catch Rig.


M Ifrit Bard (Arcane Duelist) 4 | HP 32/32 | AC16 : T11 : FF15 : CMD17 : CMB+6 | F+3 : R+5 : W+3 | Init +5| Per +5 : SM +3 : Darkvision 60': Move 30' |
Magic!:
Bard Performances: 11/13 |Spells: 0) Spark, Ghost sound, Detect Magic, Message, Prestidigitation, Dancing Lights | 4/4/day 1) Cure Lt Wounds, Grease, Dazzling Blade, Vanish | 2/2/day 2) Bladed Dash, Heroism

@GM re: explanation-- totally cool. In fact, I assumed that was how the turn order would work out with Rig starting his performance at the top of round 2.


Male Human (Keleshite/Ulfen) Wizard (exploiter) 5 | hp 27 | AC 13, T 12, FF 11 | CMD 14 | F +1, R +3, W +5 | Spd 30' | Init +2 | Kn(Arc, Dun, His, Loc, Nat, Pla, Rel) +11, Kn(Others) +8, Perc +7, SensM +6, Scrft +15 | arc reservoir 4/8 | magic missile wand 28/38

Did anyone want or take the cloak of resistance +1 taken from the lady mage? Kellek is claiming her scrolls and wand unless someone else needs them.


Undine Varisian Pilgrim 5 | HP: 43/43 | AC: 18 T: 13 FF: 15 CMD: 16| F: +7 R: +4 W: +10 +2vsCharms/Compulsions| Init +7 | Perception +13, Sense Motive +12; Darkvision 60ft | Move [40] 50
Tracked Resources:
Reach 3/3 | Bit of Luck: 7/7 | Agile Feet: 7/7 | Spells: 1st 4+1/4+1 2nd 2+1/3+1 3rd 2+1/2+1 | Channel Positive Energy 3/3 | Bless 35/50

I have my own cloak already! :)


Male Human (Keleshite/Ulfen) Wizard (exploiter) 5 | hp 27 | AC 13, T 12, FF 11 | CMD 14 | F +1, R +3, W +5 | Spd 30' | Init +2 | Kn(Arc, Dun, His, Loc, Nat, Pla, Rel) +11, Kn(Others) +8, Perc +7, SensM +6, Scrft +15 | arc reservoir 4/8 | magic missile wand 28/38

Well, it looked like this so Kellek was just wondering.

These were the other things (besides the cloak of resistance +1) on the wizard in case anyone forgot.

A Blue Potion of Cure Moderate Wounds
A Light Blue Potion of Cure Light Wounds
Scrolls of... comprehend languages, minor image, see invisibility, sleep, and whispering wind.
A Wand of Magic Missile (38 charges)
A Dull gray Ioun Stone, enchanted with Continual Flame


BUFFS: none CONDITIONS: none
RAGING:
Rounds per Day 14/14 l 61/61hp l F +11 R +5 W +5 l AC18 Touch10 FF16 CMB +11 CMD23 l Atk +12 Dmg 2d4+10
Half-Orc CN Bloodrager4 l 46/46hp l F +8 R +5 W +3 l AC20 Touch12 FF18 CMB +9 CMD21 l Perc +8 l Darkvision 60ft l Init +3 l Spd30ft l Intimidate +12

Kargas would totally rock that cloak, if no one else wants it.

Grand Lodge

Male Dwarf | LG Fighter | Speed 20 | Initiative +1 | AC: 21 (Touch 12, FF 19) | Hp: 64 (64/64) | Fort: +8, Reflex +3, Will +4 (+1 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 20 | | Melee +11 Warhammer+1: 1d8+7+1 Fire, +9 Helmet 1d4+3 (+4 Headbutt 1d4+1), Ranged +7 Thrown Hammer 1d4+4 | CMB: +8 | Character Sheet
Skills:
Perception +7, Sense Motive +5, Climb +1, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Geography/History +1, Metalcraft +12, Survival +5, Swim +1, Soldier +5
Conditions:
None

Guiness would like one of the healing potions.

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