Rise of the Runelords Table 1 (Closed)

Game Master ElegantlyWasted


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Been a minute since I checked the discussion thread!

I have always thought it weird when people ruled unarmed strikes were not subject to finesse. I regard them as light weapons, so yeah.

Also the damage bonuses are untyped, so they stack.

Rast, we are doing milestone leveling. I decide when you guys level up :)

As far as HP, you may either roll or take expected value +1. You may choose at every level.


And yes, Asa, this is kind of just for funsies so you can just assume basic crafting stuff is under the "Craft" skill for you.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

HP: 1d8 ⇒ 1 ... yeah, taking half plus one on that thanks...


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

fighter hp: 1d10 + 3 ⇒ (8) + 3 = 11
BAB +1
Fort +1
Bonus Feat:Shield Focus - Increase the AC bonus granted by any shield you are using by 1.
Skill points: 2 class + 2 modifier + 1 favored class
Athletics +1 new total +8
Perception +1 new total +8
Ride +1 new total +7
Survival +1 New total +6
Sense Motive +1 new total +2

Background Skills: Stablemaster +1, Handle Animal +1

Fighter Class Bravery +1 - Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

The 2500 was split what 7 ways i think so 357 g 1 s 4 cp a peice? im annotating it to my charector sheet so i dont forget even though i know the other group still has it


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

GM When it's convenient can you give me an idea of what spells Eloisa grabbed from the spellbook when she cut out the pages.

Also would Disrupt Undead work on Asa as a heal? I haven't researched Dhampirs enough to know if that would work. It would take two spell slots, but might be worth it in a pinch.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

Eloisa I would say no to the disrupt undead as it is positive energy meant to harm them. Asa takes damage from positive energy and gets healed by negative.

I think we maybe should pool some of the gold together and grap a healing wand Rast can use when out of combat. So 2500-750=1750gp and divide it by 6 since we lost Mary before we headed out I think is fair enough. That should be 291.66 for each of us.

Calin am I right to understand you will be the team's Panzerwagen?
I you like the idea I would maybe look into Shield Brace feat to so you can carry a spear/polearm onehanded with a shield.


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

You are right. Silly question about Disrupt. But Infernal Healing will work, right? I've written that spell in my spell-book, but it would take two slots to cast since Necromancy is an opposition school for me. It's in the spell-book for just in case.

If allowed I could retrain to have a different opposition school. Thoughts on this?


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

That should work, it gives fast healing 1


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

Im told the ladies like the knight in shining armor types... but yes, my plan is to be the giant target dummy for all the bads.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

It's the mysterious hero they like...

But then I can focus on being the damage dealer


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

To be honest ive never liked the term tank. They are offensive weapons at best, I'd consider myself a battlefield controller really.

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Eloisa I will also keep inflict wounds trained so Asa can get heals. This might be the first time an Inflict Wounds want would be desirable lol.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

I also have infernal healing on my books, though given my limited spell prep space I don't normally have it prepared. I might sacrifice a slot for it if we are told that we are going into a monster den or whatnot, but it would make it so that my offensive spells get diminished to compensate.

Just realized that my AC and Touch AC went up by one too, given my magus level went up (got to love Canny Defense) so it should be a little harder to hit me now.

Also can't remember if inflict wounds is a single target spell or an area affect spell. If the later, Rast should be able to heal me and simultaneously attack whatever I am in combat with (assuming its not a skeleton or vampire or whatnot). If the former, well you can still use it as an offensive measure in a pinch, Asa wouldn't mind as such.


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

It is much like a cure light wounds spell, single target only...

Reminds me back in the day in living greyhawk where i almost was told to kill another player who kept insisting my neutral cleric who inflicted spontaniously not cure convert a spell to heal him.

good times . . .


Ahhh, Greyhawk...

Eloisa, if you want to go ahead and get a different opposition school, that's fine by me.

The book contains all 0, 1st and 2nd level Necromancy spells found in the Core Rulebook. It also has repair undead, stricken heart, and touch of bloodletting.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

hm... out of curiosity, would repair undead work on a dhampir?


It uses negative energy, so...


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

Undead robots go!

Its a mage spell version of cure light for undead creatures as our illustrious gm said, i would imagine it would work just fine to heal your wounds.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8
Calin Moonbreeze wrote:
To be honest ive never liked the term tank. They are offensive weapons at best, I'd consider myself a battlefield controller really.

I kinda like the term tank, mostly becuase I always play it in my mmo's and rpgs. Most of the time you deal a very good amount of damage while also keeping your friends out of harms way. I rather enjoy those roles, but in Pathfinder a true tank deals a lot of damage, have a great heal pool and is "easy" to hit so the targets don't turn to the casters.


Query; I quite enjoy build tinkering. So I might, given things I see you do, have suggestions for you. Would people be open to that? I certainly wouldn't want to offend anyone


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

Me? or Seleros?


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

I certainly wouldn't mind, I'm not sure where to go right now, been some time since I made this char and things have a changed a bit for this game

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

I love a collaborative environment so suggest away from my point of view.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

I never mind input, but given I don't always pick things for their optimality (rather often opting for abilities that fit the character concept, whether or not they would be practical) I might choose not to use said input. As long as you don't get offended if I don't follow your advice, I don't mind hearing it.


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)
GM Wasted wrote:
Query; I quite enjoy build tinkering. So I might, given things I see you do, have suggestions for you. Would people be open to that? I certainly wouldn't want to offend anyone

I'm down for suggestions. This is my first wizard, and I really don't have a clue how to get here where I want her to go. I was planning on buff/debuff the party instead of blaster caster, and read a guide or two.


It was a more general question than pointed, Calin. Just wanted to know for the future and of course I wouldn't get offended if you decide to do something other than what I suggest.


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

oh yeah no worries, I wasnt bothered i hope it didnt come across as i was. :)
I never mind suggestions, but to be honest i never really worry about being super optimized either.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8
Eloisa Rathswing wrote:
GM Wasted wrote:
Query; I quite enjoy build tinkering. So I might, given things I see you do, have suggestions for you. Would people be open to that? I certainly wouldn't want to offend anyone
I'm down for suggestions. This is my first wizard, and I really don't have a clue how to get here where I want her to go. I was planning on buff/debuff the party instead of blaster caster, and read a guide or two.

You can also ask me for advice, I have a 13th level pfs wizard that I play debuff/controller, I mostly use create pits, summons, and rime snowballs or any other coldspell without a save.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

@ Calin I think you miss a language from your 14 int?


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

I am! good eye, it was uh intentional though. Background story wise i couldnt think of a reason for him to learn another language. It was hard enough for the draconic and even that is a hold over from 3rd back in the dayness. (im not sure if pathfinder links draconic with spellcasting.)

I figured his training in Greengold before he moved back to Sandpoint might have given him a smattering of knowledge of magic. You know so as a guard he could recognize spellcasting from problem individuals. I almost took gnomish but didnt think he would have spent too much time with gnomes enough to bother learning a language.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

Draconic is not really associated with spellcasting Kobold in the area are speaking it along with any kind of draonkin, though I'm not sure there are many of those around here.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Hm... perhaps you picked up a bit of one of the tribal languages like Varisian (from the trip up to Sandpoint) or Hallit (from dealing with the River Kingdoms to the north of Kyonin). Also will throw out something that I did in recruitment to someone who didn't get selected: Just saying that you understand a language doesn't equate (necessarily) to being able to speak, read, or write in it. You could decide to select something that you feel Calin would have had enough exposure to in order to get the gist of what is being meant without knowing a direct translation of the words being said. Using one of the two tribal languages as examples:

Calin went north to Sandpoint in the company of a Varisian carrivan of traders. They often spoke in Varisian when on the road, and over time he began to understand what was being meant (though none of them ever bothered to answer him when he pressed them for more direct translations).

Just a thought.


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

On a random note I had a thought, Are you going to like say use a different weapon or the like when you are Selaros versus being the Desnan Knight? Cause i think that would be cool and make it harder for us to eventually figure it out... assuming you dont tell us. It was just a random thought i had


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

Well I have tossed starknife in both personas, but all varisians can toss that one :p I however have only use my glaive as the Knight.


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

oh you dont have to, it just occured to me that would be kinda neat. have you worked on your ultra gravely voice "Im the Desnan Knight" ala batman voice or not? :P


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

I didn't change anything Calin I've only used starknife with Selaros. ofc he is talking in a rasping voice when the knight, can't have you all regonize him :p


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

Oh good! *lawls*

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Good God. I have turned Rast into the most awkward character I have ever played. I apologies but have to admit he will probably remain fairly awkward for a while.


Sometimes our characters have to learn how to people :p


So I messaged Shadeena. If she's down, I'll let her get in. If not, another player was interested and I think I'll give him a shot. He'd been thinking either empricist investigator, slayer, or archaeologist bard, which would cover trapfinding pretty much any way. I think he has solid concepts for any of the three; any preference from you guys on class (assuming Shadeena can't make it in)?


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

I'm not a big fan of the slayer becuase he has to spend a talent to get trapfinding but that's just me being biased against most of the ACG classes. But I do like playing the investigator very much.

What kind of roles do he plan to fulfill with those I'm going to be a kind of switch hitter myself depending on the persona I'm in?


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Hm... have a soft spot for the arch bard archetype. Not enough for me to say that he must play one to get in, mind you, just its refreshing to see someone use it.

Will be interesting to see them weaved into our merry band, regardless of whom or what.

Side Notes:
1) Love the bits about the forge. Asa is resisting the urge to investigate it immediately only because she isn't entirely sure she is strong enough to do so. That said she would make a bee line for it if the townfolk decided she was no longer welcome.

2) Getting Dante to craft probably wouldn't be high on Asa's to do list, unless she thought that he could teach her more on crafting weaponry (especially anti-vampire weaponry). That said, she might take it into her head to try for his sake and for Korvut's sake.

3) Asa would heal a bit naturally over night. I seem to remember it being 2 hp per night of rest (in which case her burn would be naught but a minor skin blemish in the morning) but I could be mistaken. Fact check requested.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

3) It's one hp per HD for ture usage


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool
Selaros Teskarova wrote:
3) It's one hp per HD for ture usage

Appreciate it. Asa will be at 12/13 HP in the morning then, :)


Selaros has the right of it.

Glad you're liking the bit about the Forge; figured I could tie some cool side-quest stuff into your backstory :)

I will say this; as far as I'm concerned, this is an open world. I won't say you can't go somewhere.

I will make it as clear as I can that that might not be the wisest course of action, should it be appropriate for me to do so, like with characters that might know how strong the enemies are ;)

To answer your query, Selaros, according to him it would depend a bit. The archaeologist bard would be mostly face/support.

The empricist investigator would fulfill a similar face roll but go more of a striker route, probably grab Fencing Grace and go with some flanking stuff to harass the baddies.

In my estimation either is viable and would round the party fairly nicely.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

Wouldn't hurt to have a good dedicated face with our group


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

Wasted I haven't seen our Shaman in 3 weeks are we going to share those 2500gp with her also?
Was thinking we buy a wand rast can use to heal most of us and we split the last 1750gp if no one objects to that? I'm just wondering if there is enough so that I can maybe get a masterwork weapon.


Up to you guys. If you want to assume she's gone and simply correct it with a future share I'm sure that will work too.


It looks like that person posted (on a different alias) a week ago, so I'll ping them and see what's up.

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