RotRL aka "The Heroes of Sandpoint"

Game Master Hunger

Something sinister is happening in Sandpoint and only our heroes can stop it. See what happens when a group loses DM after DM and yet the heroes forge on!


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Male Human Cool Dude 20
Disturbed1 wrote:

Just throwing this out there, but if you guys happen to lose another player, Id be happy to step in, either as a direct replacement, or a whole new character.

Ive been following your game, and Im very entertained by it. I am currently running a RotR homegame which just started, but I can manage to not metagame if given the chance to play ;)

Glad to hear you're enjoying it! :)

If a spot opens up, I'll keep you in mind.


Male Human Cool Dude 20

Ohhh man, roleplaying goblins is a lot of fun, haha.


Especially two arguing goblins I bet yeah?


Male Human Cleric 4 [HP 21/23; AC18,T12,FF16; F+5,R+4,W+10; Per+4; Init +2]

DM Kacy:
You can find me on Google with the name of "DanEisenhut".


Added :)


Male Human Cleric 4 [HP 21/23; AC18,T12,FF16; F+5,R+4,W+10; Per+4; Init +2]

I'm down with a bad case of the flu. Feel free to bot me for now.


Rullis Stillman wrote:
I'm down with a bad case of the flu. Feel free to bot me for now.

That sucks man. Get better soon!

Grand Lodge

Observer wondering if perhaps one or more players have played through/ran the this AP before? Just curious.


Male Human Cleric 4 [HP 21/23; AC18,T12,FF16; F+5,R+4,W+10; Per+4; Init +2]

Not I. Though if you read through the GameMastery Guide, they use an encounter from what I believe is the second book of this AP as an example. Not that I'll remember the details by the time we get to that point.


godsDMit wrote:
Observer wondering if perhaps one or more players have played through/ran the this AP before? Just curious.

Though I don't think I count, I have run this AP before ;)


Male Half Orc Barbarian 5/ Oracle 1/ RP 1, Perception +7, Darkvision, Fort +8/ Ref +1/ Will +3, Init +4, AC 18, HP :76

How are we going to do hit points?

Also, does anyone have a see a problem with me taking a level in Oracle now? Or should I buff up Barbarian?

Will be going for Rage Prophet.


I'll give you a choice between rolling here for your HP or taking averages in the fashion that you get 1/2 of your HD for even levels and 1/2 + 1 for odd (so 2nd level a fighter gets 5 hp + con and 3rd they get 6 + con, etc)

Oracle is no problem for me.


Male Half-Elf Paladin 3

I'm a let the dice fall where they may type of guy so....
1d10 + 1 ⇒ (10) + 1 = 11


1d8 ⇒ 8


Wow, nice rolls.


Male Half Orc Barbarian 5/ Oracle 1/ RP 1, Perception +7, Darkvision, Fort +8/ Ref +1/ Will +3, Init +4, AC 18, HP :76

Male Half Orc Barbarian 1 / Oracle 1
CG Medium Humanoid
Init +3; Senses: Perception +5, Darkvision
--------------------
DEFENSE
--------------------
AC 15 (17 w/Shield), touch 11, flat-footed 14. (+4 Armor, +1 Dex)
HP: 25 {1d12 (12)+1d8 (8)+ 4 Con +1 Race}
Fort +4, Ref +1, Will +2

--------------------
OFFENSE
--------------------

Spd: 40 ft
Melee:
Falchion, +6 (2d4+6/18-20/x2)
-Power Attack +5 (2d4+9/18-20/x2)
Throwing Axe +5 (1d6+4/20/x3)
Long Sword +5 (1d8/19-20/x2)
Missle:
Throwing Axe +2 (1d6+4/20/x3)

Special Attacks:
- Power Attack: -1 hit +3 Dam w/ two-handed weapon.
Special Abilities:
- Orc Ferocity: Fight for 1 rd after 0 HP.
- Rage: 6rds/day, +4 str +4 con -2 AC.

--------------------
STATISTICS
--------------------

Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 13
Base Atk +1; CMB +5; CMD 16

Feats:

-1st Level: Power Attack,

Traits:

- Exile: For whatever reason, you were forced to f lee your homeland. Chance or fate has brought you to Sandpoint, and it’s here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on
Initiative checks.

- Magical Knack: (Oracle)You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Skills:

Class Skills per Level: 4 + Int modifier
The barbarian / oracle class skills are:

Acrobatics (Dex) +5 (+3 w/Armor Check)
Climb (Str)
Craft (Int)
Diplomacy +5
Handle Animal (Cha)
Intimidate (Cha) +8
Knowledge (engineering)
Knowledge (history)
Knowledge (nature)
Knowledge (planes)
Knowledge (religion) +4
Perception (Wis) +5
Profession
Ride (Dex)
Sense Motive (Wis)
Spellcraft (Int).
Survival (Wis) +4
Swim (Str)

Racial Abilities:

+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-orcs have a base speed of 30 feet.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Class Abilities:

Barbarian
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, his rage immediately ends, placing her in peril of death.

Oracle

Spells: An oracle casts divine spells drawn from the cleric spell lists (see pages 226–229 of the Pathfinder RPG Core Rulebook). She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.
- Spells Known:
- 0 Level:
: Light: Object shines like a torch. 20 min
: Stabilize: Cause a dying creature to stabilize.
: Detect Magic: Detects spells and magic items within 60 ft. 2 min
: Read Magic: Read scrolls and spellbooks. 20 min

- 1st Level:
: Cure Light Wounds 1d8 +2
: Summon Monster I: Summons extraplanar creature to fight for you. 2 rds
: Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment. 2 rds

Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

Oracle’s Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
- Tongues: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.
- Terran

Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
- Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon.
At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats. (Falchion)


DM Kacy-
Please take a look, if you disagree let me know.

Companions-
If you would rather I stay a Barbarian for another level please let me know.

EDIT: I have not changed my actual profile yet.


Male Human Cleric 4 [HP 21/23; AC18,T12,FF16; F+5,R+4,W+10; Per+4; Init +2]

HP: 1d8 ⇒ 5

Sorry for my absence during all that dialog, but playing catch up at work...

How are we handling spells preparation at the point of leveling? As a DM, I either level players as they rest or have them not get their new spell slots until they do rest for the night so they can prepare fresh the next morning.


Male Human Cleric 4 [HP 21/23; AC18,T12,FF16; F+5,R+4,W+10; Per+4; Init +2]

Updates for level 2 are posted on my profile. I'm going straight Cleric. The only actual choices I had to make were in assigning my 3 skill ranks. Those went to Heal, Sense Motive, and Spellcraft.

EDIT: Changed Sense Motive to Knowledge(Local) even though I only get a +1 in it. More inline with my character. I'll save the Sense Motive for Level 3.


You can take a few hours to memorize new spells before setting out if you'd like. My take on it is basically that the spell slots have opened up and you can now fill them by studying your spellbook or praying or what have you.

Barbarian/Oracle looks fine to me.


Male Half-Elf Paladin 3

Character updated.


Male Human (Ulfen) Wizard (Enhancer) 5 HP 36/36 | AC 15 T 12 FF 10 | Ft +2 Rf +2 Wi +5 | Init +2 | Perc +6

Well, Hitpoints are not a Wizards main strenght, I'll roll this time.
Hp:1d6 ⇒ 3

By thw way, may I make a change to my character, from a Transmuter to the subschool of Enhancment from the APG?


I'm planning to honor the original plan for Camillo, so a level of rogue is forthcoming. I'll take the 4 hit points for second level option.

It may be a bit before I get all of the skills sorted out, but he's going to essentially make official those skills he learned in Riddleport. ;-)

Kithian's going with oracle sounds fine to me.

Sorry I've been pretty much off-line all week. Hopefully things will slow down here. As if they ever do.


Kithian:
Your spells descriptions would indicate that your caster level is 2. Unless you've got something special going on that I missed, your caster level is 1 because you only have one level of oracle. (It's based on your spellcasting class's levels, not your total character levels.)

Nice quiet lunch time - Camillo's rogue level has been added. Much as I'd like to try out one of the archetypes, I do not want to sacrifice uncanny dodge or trapfinding. So straight rogue he is.

New skill ranks: Acrobatics, Climb, Disable Device, Linguistics (Goblin), Perception, Perform (sing), Stealth (x2), Use Magic Device


Male Half Orc Barbarian 5/ Oracle 1/ RP 1, Perception +7, Darkvision, Fort +8/ Ref +1/ Will +3, Init +4, AC 18, HP :76

Yes, I have:

- Magical Knack: (Oracle)You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Thanks for giving my 'toon a look.


Kithian Darlok wrote:

Yes, I have:

- Magical Knack: (Oracle)You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Thanks for giving my 'toon a look.

Excellent. Color me jealous. ;)


FYI - I'm on vacation this week so posting will be sporadic.


Male Human Cleric 4 [HP 21/23; AC18,T12,FF16; F+5,R+4,W+10; Per+4; Init +2]

Actually worked out good for me as I wasn't available this week either.


Male Half-Elf Paladin 3

Are we back on track this week?


Bard (Arcane Duelist) 3/UC Rogue 4 | AC 22/14/18 (uncanny dodge), hp 42/46; 10/10 Bardic; Effect: None

Camillo Duin, at your service. Ready and patiently waiting.

Actually, my last couple of weeks' connectivity has been fraught with issues, so I guess the downtime was well-timed for me, too.


Male Half Orc Barbarian 5/ Oracle 1/ RP 1, Perception +7, Darkvision, Fort +8/ Ref +1/ Will +3, Init +4, AC 18, HP :76

Still here, waiting to bust some heads.


Male Human (Ulfen) Wizard (Enhancer) 5 HP 36/36 | AC 15 T 12 FF 10 | Ft +2 Rf +2 Wi +5 | Init +2 | Perc +6

Ready when you are.


Yep, I'm now back. I'll have a post up soon. Had to do some catching up at work as well. Sorry for the delays!

Grand Lodge

I was looking over your guys stats since you leveled, and noticed that Rullis, you have your Channel Energy DC set at 11, but with an 18 Wis, I think it ought to be a 14.


Male Human Cleric 4 [HP 21/23; AC18,T12,FF16; F+5,R+4,W+10; Per+4; Init +2]

Channel Energy is based off your Charisma, not Wisdom. Hence why I only get 3 channels per day. Debating whether to take the Extra Channel feat at 3rd to compensate.

PRD wrote:
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.


Male Half-Elf Paladin 3

I have the Lay on Hands ability now and while it'll never be as good at healing as channeling, at least the party now has someone to help with healing and damaging undead as well. Just wanted to put that out there for Rullis in case you were worried about the party not having enough healing and you were thinking of sacrificing a feat that you wanted to get or made more sense for you, to get the extra channeling instead.


Male Half Orc Barbarian 5/ Oracle 1/ RP 1, Perception +7, Darkvision, Fort +8/ Ref +1/ Will +3, Init +4, AC 18, HP :76

And don't forget I took a level of oracle so I can back up with a few cures.


Bard (Arcane Duelist) 3/UC Rogue 4 | AC 22/14/18 (uncanny dodge), hp 42/46; 10/10 Bardic; Effect: None

And, of course, I'm completely worthless at this time. But I'm planning to get CLW as a spell eventually.

Grand Lodge

Dangit. Sorry, Rullis. I always forget that its based on Cha, lol.


Male Human Cleric 4 [HP 21/23; AC18,T12,FF16; F+5,R+4,W+10; Per+4; Init +2]

No worries. I make plenty of mistakes with these things myself.


No doubt - I for one appreciate having someone review a character to make sure I am not cheating myself out of something. No matter how much I look at the character before I post it, I forget something or get some basic arithmetic wrong...

Don't know about the rest of you, but Camillo is a bit concerned about the prospects of facing a demon.


Male Half-Elf Paladin 3

Just checking in to make sure all is well.


Male Half Orc Barbarian 5/ Oracle 1/ RP 1, Perception +7, Darkvision, Fort +8/ Ref +1/ Will +3, Init +4, AC 18, HP :76

I'm good, thanks for asking ;)


Male Half-Elf Paladin 3

It's been a couple weeks since we've heard from our intrepid DMKacy. Is everything cool Kacey?


Bard (Arcane Duelist) 3/UC Rogue 4 | AC 22/14/18 (uncanny dodge), hp 42/46; 10/10 Bardic; Effect: None
Kerrec Valorian wrote:
It's been a couple weeks since we've heard from our intrepid DMKacy. Is everything cool Kacey?

Aye - I've been waiting patiently, hoping it's just other obligations taking precedence.


Male Human Cleric 4 [HP 21/23; AC18,T12,FF16; F+5,R+4,W+10; Per+4; Init +2]

I guess the question will be, how long to wait before trying to recruit a new GM? I'd like this game to continue.


Male Half Orc Barbarian 5/ Oracle 1/ RP 1, Perception +7, Darkvision, Fort +8/ Ref +1/ Will +3, Init +4, AC 18, HP :76

I say wait until Monday before we wright KC off.
This is a great group and I dont want to see it fall apart.


Male Half-Elf Paladin 3
Kithian Darlok wrote:

I say wait until Monday before we wright KC off.

This is a great group and I dont want to see it fall apart.

I think that seems fair.

I agree. It's been great to see the characters interact with each other.


Bard (Arcane Duelist) 3/UC Rogue 4 | AC 22/14/18 (uncanny dodge), hp 42/46; 10/10 Bardic; Effect: None

Well, I think I have good news. He appeared to drop off the forums in all his guises around the same time he last posted here, but I see that he was on another thread two days ago.

I probably violated some decorum, but I posted over there to let him know we're looking for him...


Male Half-Elf Paladin 3

It's Monday. Should we go DM shopping?

I hate to do it without an offical response from Kacy but this is how PbPs die and this one has great potential.

Thoughts?

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