Rise of the Runelords Table 1 (Closed)

Game Master ElegantlyWasted


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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'll let the others join in on this, but I think it would be good if me and Calin got a masterwork weapon soon.

Not sure how much Rast wants to do in melee but he could also have use for one.


Assuming no Annika, that's five of you.

1,750/5=350 GP each.

Enough to get you some masterwork blades for sure.

Asa could also craft them for you.


I allow crafting checks by day, for the record.


I also let the rules for magical item creation function for mundane items (one day/8 hours per 1,000 GP of work).


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

Indeed I could, it would even give me a plug to try to get our third smith crafting again. If you guys just wanted to buy them that would be fine too.

Asa won't be crafting one for herself, it would kinda be a waste (unless it becomes through some magic my black blade) as she gains her own sentient weapon next level. Not sure what she would use the money on for herself, will have to think about it.


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 wouldn't mind to let Asa craft my weapons along the campaign.

You can just craft a Haramaki for yourself instead, a good +1 ac 0% ASF that is cheaper to enchant than bracers :p


I have something in mind for that, don't you worry ;)

You could always pick up some Silken Ceremonial Armor or somesuch...Bladebound Magi are pretty self sufficient, tbh, plus you don't have to worry about armor because of Kensai (those two archetypes are my favorite magus stack, btw).


Haramaki works too. I just always thought the silken armor was cooler in my head!


Couple of other random notes while I'm thinking about it;

Since we are running with more people than the AP intends, and at a higher power level, I am not inclined to allow Leadership later in the game. You can try to sway me, though.

If anyone picks up Crafting feats, those will be viable; you will have downtime to work on items, but there will definitely be times where the tempo of the game picks up and you will have to work on stuff piecemeal.


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

The coolest magus archetype stack is Card caster and staff magus.


No Gambit allowed :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 don't care about the leadership feat I never liked to use it, I mostly give a bit more power to my players and ban the feat all together.

Danm it Wasted there goes my back up if Selaros bites the dust :p


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

Might be worth it, as long as I don't lose my spellcasting abilities (archetype is pretty explicit on armor).

Spells picked for the day: Traded Read Magic for Ghost Sound in the cantrips slot, and picked up Infernal Healing and Shocking Grasp for my level 1 spells.

They really should have made a Craft: Blacksmith that covers anything that can be made of metal (including weapons and armor) but that is just my opinion.


Haramiki and Silken Ceremonial confer a +1 AC bonus but do not count as armor.


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 doesn't you can wear light armor but not cast spells in light armor without penalty.
This one have 0% chance to fail on arcane spells so it's free for you to use.


Hey gang! I'm the player GM Wasted mentioned. If the other player decides to join, I'll just ghost, no big deal, but figured I'd pop in and say hi and take the temperature for where people might like to slide in class-wise.

And, y'know, roll some stats.

2d6+6: 2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6+6: 2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6+6: 2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6+6: 2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6+6: 2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6+6: 2d6 + 6 ⇒ (5, 6) + 6 = 17

*spittakes*

Well hot damn...now I definitely hope I can slide on in :D


Besides what was mentioned I could also go straight Unchained Rogue. They have more than enough skill points to function as a face and y'all might like a stealthy striker to compliment you meaty frontliners :D


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 more stealth then meaty :p

Those are stats for a really good skill monkey


Nice rolls :p

Official GM answer; play what seems interesting. All those classes can fulfill party needs.

My personal feelings; I like the concept of the archaeologist but I feel like you give up a lot for it. No bardic performance is sadface.

Empricist Investigators are hotsauce from level 2-5 and then they kind of peter out, but they can make for a great start.

Unchained Rogues are pretty solid. You can either take it straight up or do some very neat multiclassing (Fighter, with several archetypes, sticks out as particularly good)


Ah, gotcha Selaros, thought you were more up-front! Hmmm...with all that...you have a magus and fighter for close up mashy goodness, vigilante who's kind of a switch hitter, plus a wizard and cleric...

I feel like there's not really a bad option to fit in. Might even snag a ranger with a trapfinding archetype (never played a ranger in tabletop before!).

The archaeologist would be someone hoping to make his name in academia by rediscovering lost Thassilon.

Empricist Investigator would be someone that lost loved ones during the Late Unpleasantness, and is convinced that it's all part of some grand, evil plot. Very Sherlock.

Unchained Rogue...haven't thought of much yet.

Ranger would probably be a local that wants to keep the area safe from Goblins.


...spoke too soon with ranger. Not digging the archetypes that give trapfinding.


It's late so I'll figure this out on the morrow. If you guys have any input I'd love to hear it!

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)

To Selaros point I was going to ask about buying a want of CLW as well. I think it would be a very good thing for the party, most specifically since I feel I need ot keep a spell slot for healing Asa.

Eentually I will want to upgrade Rast's armor but as loot gets split up I will do that.

I am find with any of the classes you listed though I am partial to bard, mostly because I am old school 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

My two cents before heading to bed:

1) Either the Archeologist or Empiricist would fit (I think) with our group. Arch would get along with Eloisa and Asa, Empiricist with Selaros and Asa... and likely Calin too. (Differing reasons for either getting along with Asa: archeologist looking for knowledge and power is likely to turn up things she can use in her private war against her vampiric progenitor, whereas the investigator convinced that there are deeper shadows behind the problems that be would speak to her quest to uproot her 'mother's' empire.) Rast is as likely to get along with (and be ackward around) either.

2) Rogues, hunters, slayers etc. would compliment our existing front line of nimble high attack semi-squishies. If you go this route we might want to coordinate a few teamwork feats so that we gain additional benefits from flanking/attacking the same targets.

Anyway, good luck with crafting.


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

Go to bed and check for noew posts nothing... wake and and 34 :P
I have been and always will be for playing what you want. Especially via pbp, it helps to keep retention i think. The most fun group I ever had in living greyhawk group was four half orc fighters at the same table, they were all built different and honestly pretty much just rolled through everything.

That being said, we have some range, but nothing long range, as Asa sasid, the rogue/hunter/slayer etc would indeed compliment the front liners, and bard time is never bad.


Apologies, Circadian! Looks like Shaedeen will be joining us! Though if Annika ends up being MIA, perhaps I'll take you on anyway merely to prevent attrition. Give me a bit to ruminate on that!


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

Was actually going to say something like that, albeit with a shaman like replacement, but wasn't 100% sure that the slot would stay open even if Annika had vacated it. Mostly because I distinctly remember your taking four (Asa, Eloisa, Rast and Annika) when you originally were looking for 3 as a contingency. Still, I for one will never say no to more folls getting a seat if there is room to have them squeeze in and they have a decent character.

Translation: I am all for taking both anyway, even if Annika wants to resume play.


Well...if y'all will take us both, and Shaedeen has trapfinding...
I could put together a pretty nasty Paladin (Divine Hunter) archer that would also be a pretty dang good face (yay high Charisma!)...that wouldn't be terrible.


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

Hey folks! I'm your potential unchained rogue. I think GM Wasted and I have crossed PMs since he made the above post. While I initially accepted his invitation to join, I came here and saw all the effort Circadian had put in. Long story short, I'll only be joining IF Wasted takes two more PCs into the game; otherwise, the spot belongs to Circadian IMO.

In the event that he DOES take two...let me make some dice rolls and hopefully better Shae's ability scores. I generally have no luck at this, but Shaedeen's rolls were generally pretty decent, so here goes!

Roll #1: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Roll #2: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Roll #3: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Roll #4: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Roll #5: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Roll #6: 2d6 + 6 ⇒ (3, 2) + 6 = 11

Unless my math's off, that's a 20-point buy bunch of rolls, so I'll keep Shae's current stats. I'll update her to 2nd-level ASAP.


Heeeeeey GM...how do you feel about rolling for variant abilities for Aasimar? And stuff like Azata-blooded...*shifty eyes*


I think I've decided to take you both on. I'll figure out how to work you both in!
Circadian, alternate Aasimar stuff is fine. Roll twice on the table, take whichever result you want.


Sweet! I might still go Human (dem feats, girl), but I'll go take a gander at the table and make some rolls.


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

To be honest I don't think you need variant abilities with those rolls :p


Oh and while I'm thinking about it since we're second level is it average wealth by level (1,000 GP)?


Nah the party isn't quite there yet; take a bonus 400 GP over your starting max to equip yourself and that ought to be about right


Need is a strong word but there's some fun stuff on the list ;)

1d100: 1d100 ⇒ 76
1d100: 1d100 ⇒ 90

Like an additional +2 to charisma....

Nah. That's too much cheese. I've already got an almost 50 point buy. Think I'm just going to go human.


Oh, how are we handling HP on level?


Roll or take average +1


Average+1 would be 6, so I'll just take that.


Oh, does anyone have the campaign trait that has Ameiko as a contact (lets you sell treasure at 60% market cost instead of 50%)?


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

@GM: Sent you another PM with some ideas about what Shaedeen might be currently up to in Sandpoint and a couple of possibilities for introducing her.

Circadian hit on one of my questions (2nd-level hps); are you using Background Skills in this campaign?


I'll check the message, Shaedeen!

We are using Background Skills.

If Circadian goes Divine Hunter, I have some definite hooks for you. I'll send a PM with the info.


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)

@Asa can you use Mage Armor as a Magus? I can plan to prepare it a couple of times a day.

Does anyone want me to prepare Enlarge Person? I want to be helpful with spells like that if I can.

-Posted with Wayfinder


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

Yay, more folks! Note to both of you: the rest of our party knows that Asa is a dhampir, but the townsfolk at large do not (even Selaros's alter ego has to pretend not to know in order to not give his identity away) so as such you guys would probably start off thinking that she was either human or half-elf, depending on your perceptions. Asa will probably not want to introduce this fact to you off the bat, and actually might need some coaxing from the current party members to do so (we will see). Looking forward to playing with both of you!

Edit: just noticed you asked a question Eloise, I don't have it on my spell list but let me check to see if it is on the general Magus List...

Ultimate Magic PRD wrote:


0-Level Magus Spells—acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark.
1st-Level Magus Spells—burning hands, chill touch, color spray, corrosive touch, enlarge person, expeditious retreat, feather fall, flare burst, floating disk, frostbite, grease, hydraulic push, jump, magic missile, magic weapon, mount, obscuring mist, ray of enfeeblement, reduce person, shield, shocking grasp, silent image, stone fist, true strike, unseen servant, vanish.

So unless they added it in one of the subsequent splatbooks (which, while possible, is unlikely) I cannot add it to my book. Surprising, but probably to compensate for the fact that a normal would have access to regular armor of various kinds.


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)

@Asa. I'm sorry I wasn't clear. You said earlier that you couldn't wear armor. Is Mage Armor ok for you to have active? I'm good with planning to buff you with the Armor automatically.

-Posted with Wayfinder


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
Eloisa Rathswing wrote:

@Asa. I'm sorry I wasn't clear. You said earlier that you couldn't wear armor. Is Mage Armor ok for you to have active? I'm good with planning to buff you with the Armor automatically.

-Posted with Wayfinder

Ah, I see. Yes, I should be able to receive its benefits no problem as long as a normal spellcaster would. The archetype just alters the natural magus ability to wear mundane armor while casting spells, not armor like abilities (I imagine if we found an amulet or ring that added armor from enchantments I could wear it the same as you could with no adverse affects).


This is all correct. Additionally you may pick up the armor Selaros and I mentioned. It will not stack with make armor of course but is cheaper to enchant than bracers :p


Really wish they had Wayfinder for iOS...


Think I'll take Favored Son and know Ameiko. Who doesn't like bonuses to selling treasure, am I right?


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

You don't have to prepare enlarge for me, i perfer to not use it on this one

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