Rise of the Runelords Group #1 - adopted by DM Dr Evil
(Inactive)
Game Master
DM DoctorEvil
Tunnels Under Sandpoint map
hit points: 14/15 Init +6; Perception +8 AC 16, touch 14, flat-footed 12 hp 15 Fort +0, Ref +7, Will +1; +2 vs. enchantments
Talk about epic battles: We started that fight over a month ago.
hps +6 (1/2+1) +1 favored class
reflex save +1
Rogue talent: combat trick (precise shot)
All skills with ranks + 1 rank
+ Evasion
Male Human (Mwangi) Witch 2 l HP: 16/16 l AC: 12 (16 MA) [T: 12, FF: 10 (14 MA) l Fort: +2, Ref: +2, Will: +4 l Init: +8 l Per: +7 (+9)
Hopefully, a future battles will go more quickly! :-)
male human Wind Oracle 2 | HP's: 22/22 | Ac:13. T:10, Ff:13 | F:+2, R:+1, W:+4 | Init.:+4 | Perception:+1
8 hps( avg +con mod+ favored class)
1 more 1st level spell per day
learned Mystery spell= Alter Winds-1st level
Light-0 level
+1 Will save
+1 BAB
+1 Perception
+1 Heal
+1 Knowledge(history)
+1 Knowledge(religion)
+1 Spellcraft
Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4
I hope they will!
Level 2 upgrades:
+6 HPs (avg.+1+CON)
New spells:
Chill Touch, Shocking Grasp (gotta make use of my new...)
Spellstrike Ability
+1 Fort
+1 Will
+1 BAB
1 more spell/day for cantrips and 1st-level
Skills with new ranks (incl. +1 FC): Perform (dance), appraise, K (arcana), spellcraft, sleight of hand, bluff, diplomacy.
Oh, and +1 AC when I'm using the scarf from canny defense! That should be everything. :)
hit points: 14/15 Init +6; Perception +8 AC 16, touch 14, flat-footed 12 hp 15 Fort +0, Ref +7, Will +1; +2 vs. enchantments
Oh yeah, +1 BAB, and consequently CMB and CMD.
And I wasn't meaning the epic battle thing as a gripe. It was pretty much the way first level should be.
It was a bit of flailing for sure. Twelve rounds is a bit long for PBP, but sometimes that what it takes.
Glad you are moving on and a point of BAB for everyone should speed things up from now on.
male human Wind Oracle 2 | HP's: 22/22 | Ac:13. T:10, Ff:13 | F:+2, R:+1, W:+4 | Init.:+4 | Perception:+1
1 BAB won't matter.. Dice roller hates me. ;) TT
Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4
Sorry DM, just a little confused re: hp--do we have out new max HP now? If so, I'm at at 9/16. (But don't worey about any more heals for now, Zephir.)
It's my fault for not using the updated HP. YOu should add those to the numerator as well as the denominator, so instead of 9/10 you should have 15/16.
Make sense?
Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4
Still need Slaynn's level 2 upgrades when he gets back from his trip.
Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1 | HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
I'm back. Camp took longer than expected and I crashed on Tuesday, too tired to do much.
Also got hold of the ACG lol. Could I change Class? Bloodrager looks quite interesting now.
I don't think I can let you change classes in the middle of a game. You might be able to multi-class, but don't think you can with Bloodrager/barbarian.
Let me look at the actual difference between the two and give an official answer.
Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1 | HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
I can answer that. You can multi class between a bloodrager and a barbarian. As for changing class, lets KIV first. I'm sure I could always retrain something else by then.
Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1 | HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
I got another game of 3 players in a Rise of the Rune Lord game and I'm thinking of inviting them here if it's good? Work is tying me down and I don't want them to feel left out too long.
A dwarven cleric
halfling alchemist
human Thassilonian Specialist (Enchanter)
Where are they in the AP? Will seven bog you guys down too much?
Any comments from the peanut gallery on adding 3 new players?
Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1 | HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
They have just finished Glassworks actually. Having Rescused Ameiko.
male human Wind Oracle 2 | HP's: 22/22 | Ac:13. T:10, Ff:13 | F:+2, R:+1, W:+4 | Init.:+4 | Perception:+1
Doesn't bother me too much. More the merrier...especially the way we hit! XD
Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4
I'm ok with the idea, though 7 seems a bit much to me. But not enough that I'm going to object! :P
I'm going to hold my post until I see what the people ahead of me in initiative plan to do this round...
Male Human (Mwangi) Witch 2 l HP: 16/16 l AC: 12 (16 MA) [T: 12, FF: 10 (14 MA) l Fort: +2, Ref: +2, Will: +4 l Init: +8 l Per: +7 (+9)
Seven does seem like alot.
Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1 | HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
I ask partially because I'm covering 4 others at work and my posting has being slowed down significantly of late. That way, the party won't suffer for my absence.
If you're all fine, I can ask them.
I'm the dwarven cleric from Nightdeath's aforementioned other group. He had taken over for someone else. It looks like your group is pretty heavily divine oriented, so I don't mind making a different character to fill the missing pieces (the dwarven cleric archetype is fun, but I don't mind changing things up a bit as needed).
Male Imperial 5'6 thin
I'm the Halfling alchemist. The enchanter went to another group prior to this offer so it looks like it will be 6. I'm using the Chirurgeon archetype of alchemist from Ultimate Magic if that is ok.
Slaynn/NightDeath - are you withdrawing or just going on hiatus? I don't mind taking players to get the group to 6, but don't want to go much past that.
I ahve another group in the goblin/glassworks fight that is only 4 players. Not sure if your group wants to split, and perhaps them go back a bit, but that's sort of my option.
If Slaynn withdraws, then that leaves 4 in this group, or room for two more. The other group has Cleric, Wizard, Rogue, and Monk. I am happy to take them all, but it may have to be split shifts.
hit points: 14/15 Init +6; Perception +8 AC 16, touch 14, flat-footed 12 hp 15 Fort +0, Ref +7, Will +1; +2 vs. enchantments
I'm good with adding people. I'd hate to lose Slaynn, but obviously RL comes before PBP.
Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1 | HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
I'm still around but Because I'm getting the wonders of work overload. I'm just hoping to hang on till my co workers return.
It's me vs 5 people work...and I'm losing.
I just need this weekend to end.....
Male Imperial 5'6 thin
It seems by vote of the players, the majority are ok with adding two more players. I can handle it, though it will slow down combat and also add to the difficulty of encounters with a large party.
Like I said, I have another group of only 4 PC's if one (or both) of you wanted to go over there and balance things out a bit. If you want to stick with Slaynn/Nightdeath, I get it.
You are welcome if you like. But can't really join until these guys get out of the basement fight with Tsuto. Will fold you in above ground somehow.
I want to go over/edit your builds to fit my game, but by and large should be fine as is.
male human Wind Oracle 2 | HP's: 22/22 | Ac:13. T:10, Ff:13 | F:+2, R:+1, W:+4 | Init.:+4 | Perception:+1
no pressure DM. I don't mind if they join, But I also know the pain of running large groups. Had 8-11 in my RL group back in Colorado and it was fun at times, but major extra work...
Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1 | HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
I'm back and Refreshed. My co Workers are back!!!!
No more covering for 4 others!!! No More!!!
Zzzzzz
I have no problem going to your other group if you need me to. I noticed that you have a large amount of divine characters here. I would be happy to post in that discussion if you want to link it dm doctorevil. also, thanks for letting us in guys!
Tor, an oracle is the only divine caster in this group, and he's not a primary healer anyway. I think you can stick if you want, the other group also already has a cleric in it. Let's have you stick here, and we'll settle with 7 for now.
These guys apparently need the healing anyway...
male human Wind Oracle 2 | HP's: 22/22 | Ac:13. T:10, Ff:13 | F:+2, R:+1, W:+4 | Init.:+4 | Perception:+1
heh. That would be funny if it wasn't soo true.
okay, fair enough. I just saw that there was an oracle and a witch and assumed that you had healing covered.
I'm hardly the most healing cleric, but I do have a bit of support (by which I mean a lot of what I do is support).
Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1 | HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Our fighting skills are terrible... Healing and support is much appreciated. lol
Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4
To return quickly to the pressing matter at hand, I also vote we let Tsuto go for now...Tiberiu's going to be way more concerned about Ameiko than he is about catching up with the enemy, especially considering our current, ah...suboptimal condition. :P
Male Imperial 5'6 thin
That would be in our best interests as well. We left off in the same way you will be. Then we can get into the campaign.
Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1 | HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Yes let's do so. Slaynn still says wood is best......sigh.
One thing that I should add is that Tor was designed with crafting in mind, as our original GM was going to allow it. If that's not something you want in this game DM Dr. Evil, I can change him up a bit and make him a different support character. If you are okay with crafting then I'll play on. Just thought I should mention something before I started picking up crafting feats and crafting my own armor and weapons.
You may craft. I have some brushing up to do on those rules.
Vrog and Malkavik - where did you leave off the story? Did you capture Tsuto or did he escape your group?
Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1 | HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
They have already met Tsuto and slew him. They were aiming to head back into the glassworks.
Male Imperial 5'6 thin
Actually we didn't slay Tsuto. We found ameiko in a barrel and decided to escort her back. Don't mean to step on your toes nightdeath.
So if the new group meets the old group now, while they are recovering and before they head back, that'll be about the same place? Let's assume our new heroes were also in Sandpoint for the goblin raid, and held their own against the menace, just not as highly celebrtated as the others.
They can meet in the Rusty Dragon, where the primary group will be heading once they finish at the Cathedral. Fair?
male human Wind Oracle 2 | HP's: 22/22 | Ac:13. T:10, Ff:13 | F:+2, R:+1, W:+4 | Init.:+4 | Perception:+1
Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1 | HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Malkavik, I stand corrected. Comes from running too many games and not keeping proper track of them.
Male Imperial 5'6 thin
So it's still a 25 point build and we get to keep our items? Also, lvl 2?
Male Imperial 5'6 thin
Oh and Zephir is at the Rusty dragon. Should I wait for you, the DM, or introduce myself to him, assuming I'm there. As he is one of the heroes of Standpoint, I'm sure I've heard of him.
male human Wind Oracle 2 | HP's: 22/22 | Ac:13. T:10, Ff:13 | F:+2, R:+1, W:+4 | Init.:+4 | Perception:+1
Haha. Actually Zephir missed the Hero Thing, came a bit later. XD
But he was healing people after the raid so you might have met him...
I'd prefer you adjust your PC's to 20 pt buy. You may keep the items and gold you have. Yes, you should enter the game at second level. The PC's should've each earned 300 xp for the rescue of Ameiko (which I forgot to credit in game). This puts their total (on the fast advancement track) at 1692/3000 or about 23% to level 3.
You can feel free to begin the interaction on your own.
|