Ruins of Pathfinder: Road to Damnation (Inactive)

Game Master Crustypeanut

"If you have men who will only come if there is a good road, I don't want them. I want men who will only come if there is no road at all." 
   
-David Livingstone

Roll20 Campaign Link
Loot Tracker
Ruins of Pathfinder Wiki


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Loot!
For the purposes of magical items, I will automatically list what they are if Nexander was able to identify them on his check of 19. Otherwise, I will say (Magical, Unidentified), and post more information about them on the loot tracker, such as CL and aura.

Gnolls:
28 Gnolls total. Each are carrying:
--
Studded Leather Armor
Heavy Wooden Shield
Shortbow
Quiver with 1d10 arrows remaining
Battleaxe
1d2 gp
--------
Remaining Arrows: 28d10 ⇒ (6, 5, 7, 10, 10, 8, 2, 8, 7, 2, 5, 4, 10, 5, 4, 10, 9, 4, 10, 6, 3, 4, 3, 3, 4, 1, 10, 5) = 165
Gold: 28d2 ⇒ (1, 1, 2, 1, 2, 1, 1, 2, 2, 2, 2, 1, 2, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 1, 2) = 40
-----
Gnoll Leader:
+1 Studded Leather
10 Javelins
3 Potions of Cure Light Wounds
1 Potion of Cure Moderate Wounds
15 gp in a crude pouch

======================================

Pile of Loot:

Magical Items
Quarterstaff with a glowing emerald embedded into it (Everburning Torch was cast on the gem, staff itself is not magical)
Mwk Leather Armor (Magical, Unidentified)
Headband (Magical, Unidentified)
Black poker with a red tip (Magical, Unidentified)
Glowing crystal (Magical, Unidentified)
Fancy cloak (Magical, Unidentified)
Small Pearl (Magical, Unidentified)
Wand of Acid Splash (25 Charges)(In Rifle’s barrel)
Wand of Scorching Ray (15 Charges)(In Rifle’s barrel)
Wand of Ray of Frost (50 Charges)
Hat of Disguise

Nonmagical Weapons and Armor
2 Daggers
Sap
Mwk Sling
Small-sized Mwk Spiked Studded Leather Armor
2 Mwk Chainshirts
Mwk Hand Crossbow
14 Crossbow Bolts
6 other Crossbow Bolts, each appearing to have some sort of substance on their tips
Mwk Tower Shield with built-in shuttered arrow slit, allowing the user to fire a hand-crossbow while under cover. Looks like a sarcophagus lid.
Odd Rifle (DC 15 Knowledge(Arcana) to identify)
Mwk Bayonet attached to the rifle

Other:
Silver Unholy Symbol (DC 10 Knowledge(Religion) to identify what religion)
Mwk Thieves’ Tools
Glass Cutter
4 Sunrods
2 Flasks of Acid
Flask of Unholy Water
Flask of Holy Water
Smokestick
Flint & Steel
Thunderstone
4 Bandoliers
Alchemist’s Fire
Traveler’s Spellbook
Journal with built-in Superior Lock


I'll have everything up on the loot tracker as soon as I get home from my morning walk.


Spellcraft: 1d20 + 9 ⇒ (16) + 9 = 25
Spellcraft: 1d20 + 9 ⇒ (17) + 9 = 26
Spellcraft: 1d20 + 9 ⇒ (19) + 9 = 28
Spellcraft: 1d20 + 9 ⇒ (12) + 9 = 21
Spellcraft: 1d20 + 9 ⇒ (16) + 9 = 25

knowledge arcana: 1d20 + 7 ⇒ (1) + 7 = 8


Ok, so.

Sasbrek got his 3rd level of sorcerer
1d6+2 (6) hp
3 skill points: perception, stealth, bluff
+1 to Fort and Ref
feat: Mixed Scales (red and green); this brings his resistances to fire 7, acid 7

bloodline: he gets Draconic resistances. This means +1 to natural armor, and fire resistance 5. I realize this is redundant with his Draconic Heritage feat (I realized that when I built the character, but having fire resistance from the beginning was very important to my concept). Let me know if you feel generous and I can stack, at least partially, those two bonuses.

He also gets 1 more 1st level spell slot a day, mage armor from his bloodline, and 1 more 1st level spell known.

about the spell. I was thiking about enlarge person or grease. At 4th level I plan on getting scorching ray and trade burning hands for a utility spell (he must always have a fire attack spell in his arsenal, but I don't wish to cripple him further by over-specializing). This spell could be obscuring mist or maybe protection from evil if we come across some really evil stuff during the next level.

any advice?
Aluriel already has enlarge person (how, since she's an oracle, I don't know) and if she's being DMPCed she'll probably end up buffing others rather than fighting herself. Thorgrim could use the Large size, but perhaps the group could suggest a better buff/utility? Sasbrek is already turning out pretty weak to stay true to his concept, I don'twish to be a dead weight...

As for loot, Sasbrek would grab the wand of scorching ray as Gollum would grab the One Ring - and then wait for the other stuff to be identified.


Male Monkey Goblin Gunslinger (26/26 hit points)

Heh, I know those corpses :p Wonder what happened to the woman...

+6 HP
+1 BAB
+1 Will
additional deeds (notably +2 initiative as long as he has a grit point left)
+6 skills (Acrobatics, Knowledge (local), Perception, Sleight of Hand x2, Stealth)
Precise Shot feat


Glad someone recognizes 'em! :P (Anyone else may make a Knowledge Local check to try and identify them in-character if they want)

Sasbrek: Aluriel got the spell as part of her Oracle Mystery (Battle) at 2nd level. She'll be using it on the party more than herself while I DMPC, though not always.

Nexander: Did you go down the line in order for those spellcraft checks, or did you want to specify which ones were for which items? (In addition, you only rolled 5 times - there are six unidentified magic items)


Male Monkey Goblin Gunslinger (26/26 hit points)

Heh, it was one of my attempts at running a PbP here on the forums before I realized I'm just as bad at GMing here as in real life :p


Alright guys, loot is up on the loot tracker. You'll noticed we have a new loot tracker - I took Unafe's as an example and built my own (It will see use in Shattered Star as well), using information I wanted to have on the tracker.

Unafe, I wanted to thank you for building the first one, as it inspired me to make this, in addition to helping me learn how. :D


character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

You've done great things with the loot tracker. I'm glad to have provided a bit of inspiration.

I'll work on leveling up today or tomorrow. Remind me, how many hours / day is the extreme heat? I can now start memorizing communal endure elements, which divides 24 hrs between any number of allies, so I could probably protect at least half of the party.


Spellcraft: 1d20 + 9 ⇒ (3) + 9 = 12

Down the line is fine. I meant to roll six times, it was late, I was on a tablet :P


Stats:
HP 16/16; AC xx, Flat Footed xx, Touch xx; CMD xx (xxBer); Fort +x, Ref +x, Will +x; Perception +4; Initiative +x

Greedy-drooly anticipation time. Although it looks like the presumed pearl of power was missed, hah.


Updated!

You properly identified:

+2 Leather Armor
Headband of Inspired Wisdom +2
Wracking Rod (See Below)
Cloak of Resistance +1

The pearl and glowing crystals were not identified, and Nexander may not attempt to identify them again until 24 hours have passed.

Wracking Rod:

Slot None; Price 2250 gp
============================
This black poker has a cherry-red tip, as though fresh from a searing fire. The more artful interrogators of Cheliax well understand that their subjects soon learn to welcome unconsciousness and even death as a means to escape torture. To frustrate their victim’s respite, a torturer’s Wracking Rod delivers a painful jolt that keeps the target alert for an extended session of interrogation. On a successful touch attack, the victim receives the benefit of a cure light wounds spell (1d8+5) but must also make a DC 16 Fortitude save or be sickened for 2d4 rounds. Over the decades, desperate members of Cheliax’s underclass have found that these rods double as black market sources of emergency healing. A wracking rod can be used up to 5 times per day. Using this item on an unwilling subject is considered an evil act, while using it on a willing subject who understands its effects is not.
============================
Requirements Craft Rod, Cure Light Wounds; Cost 1125 gp


Hp 53 AC 24 (Touch 12 , FF 23 ) CMD 16 (19 vs trip and disarm)

If someone explains what the rod is the hand will request to hold onto it. He is no stranger to pain and sees it as a way to help mitigate the need to heal himself. Will of course enjoy playing out that request in character.


I'm not the only one with spellcraft am I?

The armor and or cloak could be useful to Xander as I'm sure they would be to others also.


Of the group, Unafe is the only other person with it. (+4) However, she cannot identify the two remaining items even on a natural 20, as the crystal requires a DC 27 to identify, while the pearl requires a DC 32. (15+CL)

In fact, without access to Identify, even you can't identify the pearl.


Yay, useless loot? :/


You could always see if Pinkerton could identify it if you can't.


True. Will do.


Stats:
HP 16/16; AC xx, Flat Footed xx, Touch xx; CMD xx (xxBer); Fort +x, Ref +x, Will +x; Perception +4; Initiative +x

Couple of Aid Anothers tossed Pinkerton's way might work. Maybe. We could just feed them to Yakini and see what happens as well.

Working on leveling now that I'm home. After I get some meatballs goin' in the crockpot.


character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

Crusty:
* how many hours / day do we have intense heat to deal with?
* how would soften earth and stone work in the desert?

Leveling up:
+8 HP (d8/2=5+3con+1fcb)
+2 2nd level spells! (memorizing fog cloud and one soften earth and stone)
+1 reflex, BAB
skills: +1 per, +1 know(nature), +1 survival, +1 spellcraft
feat: augment summoning

Goodies:
Unafe's first pick of the loot would certainly be the headband.


Male Monkey Goblin Gunslinger (26/26 hit points)

Cloak of Resistance or Hat of Disguise would be the only bits Gi'chak could use (the wracking rod maybe, but someone else already asked for that). Doesn't especially want either though.


Stats:
HP 16/16; AC xx, Flat Footed xx, Touch xx; CMD xx (xxBer); Fort +x, Ref +x, Will +x; Perception +4; Initiative +x

Favored Class Bonus: +1 Hit Point & +1 Superstition Rage Power (3/3)
Hit Points: 1d12 + 3 + 1 + 1 ⇒ (8) + 3 + 1 + 1 = 13
Saving Throws: +1 Ref; +1 Will
Base Attack Bonus: +3
Feats: Power Attack
Skills: 4 [Ranks] + 1 [Int] = 5

  • (2) Craft (weapons)
  • (1) Knowledge (planes)
  • (1) Perception
  • (1) Ride

    Rage: +2 Rounds (11)
    Endure Elements: Hot (Invulnerable Rager)


  • Does anyone else want the leather armor?


    Unafe Two-Hearted wrote:

    Crusty:

    * how many hours / day do we have intense heat to deal with?
    * how would soften earth and stone work in the desert?

    Leveling up:
    +8 HP (d8/2=5+3con+1fcb)
    +2 2nd level spells! (memorizing fog cloud and one soften earth and stone)
    +1 reflex, BAB
    skills: +1 per, +1 know(nature), +1 survival, +1 spellcraft
    feat: augment summoning

    Goodies:
    Unafe's first pick of the loot would certainly be the headband.

    I'll have to double check for the first one, and I'll let you know once I look at the spell in detail for the second one.

    @Nexander: It doesn't appear so :P


    Stats:
    HP 16/16; AC xx, Flat Footed xx, Touch xx; CMD xx (xxBer); Fort +x, Ref +x, Will +x; Perception +4; Initiative +x

    I'm happy to say I'm now exempt from the parade of desert heat rolls. Go-go Invulnerable Rager! Nur-nur nuuuuur nur nur!


    Hp 53 AC 24 (Touch 12 , FF 23 ) CMD 16 (19 vs trip and disarm)

    1d10 ⇒ 9 16 hp
    +1 bab
    +1 ref and will
    Increase skills as normal
    Armor training
    Endurance feat
    All in all not to spectacular, but I am still the best at taking hits for other people :)


    Damn son! 53 HP on a non-synthesist at level 3? Nice.

    I'm taking the leather armor then.


    Hmm, looking over Aluriel's stats in more depth while I'm leveling her, there appears to be quite a few errors XD Nothing gamebreaking of course, as some are penalizing her, while a few other ones are minorly boosting her.

    Plus I missed the 3.5 Campaign trait he used :P My fault for not looking in great detail though.. plus his profile's layout is a little harder to read than I asked for in recruitment.

    Any spells you guys would like her to take? At 3rd level, she gains one more 1st level spell known.


    1d8 ⇒ 6 (Aluriel's Hp increase)


    For those interested in seeing the new and improved Aluriel, you can find the character sheet here.

    I'm still working on copying over her gear, though everything else is done. She gained Combat Reflexes at 3rd level, gained +2 to her polearm's attack (She was not including her Mythic Trait in the attack bonus, and she now has a higher BAB), can now roll twice for initiative and take either result, gained three 1st level spells for day, as she had originally only wrote down spells per day for a 1st level oracle with no bonus spells from Charisma, gained Magic Weapon as a spell, and also gained extra skill points due to a miscalculation of how many she had.


    @Unafe: Haven't found my notes on the hottest parts of the day yet, but as for Soften Earth and Stone, it turns sandy terrain into very fine sand, which affects those within it as loose dirt (Difficult Terrain).

    Using it on a slope (Such as a sand dune), causes a sand-slide, forcing those within its effects to make a DC 15 Reflex save or slide down with the sand, becoming entangled until they can free themselves. Similar to the Dust Digger's ability to entangle foes when it decompresses itself and collapses the sand around it.


    She should take bless.


    character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

    Crusty, I realized I could look back at posts where you rolled saves for us, like this one.

    Since we were making 4 saves, I'm assuming that a communal endure elements that lasted four hours would do...and I could cover six of us with that. (Or could also cover all but the first DC 15 save for eight of us.)


    Stats:
    HP 16/16; AC xx, Flat Footed xx, Touch xx; CMD xx (xxBer); Fort +x, Ref +x, Will +x; Perception +4; Initiative +x

    You can count Thorgrim out on that action, he's set now.


    Sasbrek, being fire-resistant, doesn't need endure elements. I think Ardeshir is resistant to fire too.


    *Modified Aluriel to take Bless instead of Magic Weapon, as per requested.

    Ardeshir, Thorgrim, and Sasbrek are effectively immune to the heat, so do not worry about them Unafe. That leaves six others still, though. Five players and Yakini.


    character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

    Cool, that seems worth one of my 2nd level slots, at least for now.


    Hp 53 AC 24 (Touch 12 , FF 23 ) CMD 16 (19 vs trip and disarm)

    If you.have to leave someone out of the spells duration leave me out. Most likely to handle it OK .


    Still debating my level up. My original plan was now to shift over to Paladin, however I haven't had as much time to interact sans divine blessing as I had initially anticipated. I'm torn. It's ranger or Paladin, so HP stays the same.

    Hit Points: 1d10 ⇒ 8

    Not a bad roll. Anyone have any thoughts on the matter? As a level 3 ranger I would get Endurance (eh) and Favored Terrain (Probably Desert) and a +1 in will save and a nice batch of skills

    As a Paladin (Divine Hunter) I would gain Precise Shot, +2 Fort save, +2 will save, Detect evil and smite evil. Less skills, but more variety. Plus it's my favored class.

    Any recommendation for my 3d level feat would also be appreciated.

    As for loot, Ardeshir is going to want a good chunk. He's a man fond of wealth and would believe he is justified. He hasn't received any loot thus far... now that being said, out of character I don't want to deny anyone something that can be more use to them.

    These items would catch his attention in addition to the gold, gems, and arrows.

    Headband of Inspired Wisdom +2
    Hat of Disguise
    Cloak of Resistance +1


    Sasbrek, regarding Enlarge - I do not think you should take it. I have not revealed it yet in the game, but once per day Ardeshir can use his parental gifts (efreeti magic) to enlarge or shrink a person (this even works on other Ifrit and himself).

    Magic missile and burning hands are always good choices. Grease could also be useful, especially with so many long ranged based characters. Any of the protections (from evil, chaos) could be useful considering the path this game may take.

    If you want to buff the party, I know Gravity Bow would be very handy for me. ;)


    I would like to add that Endurance will come in handy as a feat.. even for you. A paladin is a tough choice because it will offer two things.

    One: You will be fighting many evil creatures, many of which are evil outsiders. Your smite evil will be extremly useful, as will your bonus to saves and stuff.

    However.. this campaign will be extremely difficult for a paladin for other reasons, most of which I'm not particularly wanting to reveal yet. However, one I can reveal is the Corruption Mechanic mentioned in the recruitment. As a paladin, you will have a very difficult time staying true to your alignment - this mechanic will constantly tempt you to the 'darkside', forcing you to constantly be on the watch.

    Though on the flip side, a paladin might just be the anchor the party needs to help resist the corruption mechanic as a group - via example, guidance, etc. In fact, a Paladin of Sarenrae might be even better!


    Stats:
    HP 16/16; AC xx, Flat Footed xx, Touch xx; CMD xx (xxBer); Fort +x, Ref +x, Will +x; Perception +4; Initiative +x

    Going to transition this conversation here—

    What Thorgrim will not take:

    28 Studded Leather Armors
    28 Heavy Wooden Shields
    28 Shortbows
    28 Battleaxes
    2 Daggers
    Sap

      
     

    Everything else is good to go. If any one else wants anything listed above, just grab it for yourselves. Basically, Thorgrim left the Gnolls where they lay and only bothered to take their money and arrows.


    I will have us updated tomorrow - No one has yet opened the book, so I will include that in the post, as well as Pinkerton's reactions and his attempt to identify the magic items.

    Then we'll all sit around Nexander as he reads to everyone.

    ;P


    Stats:
    HP 16/16; AC xx, Flat Footed xx, Touch xx; CMD xx (xxBer); Fort +x, Ref +x, Will +x; Perception +4; Initiative +x

    "Tell us a story, uncle Xander!"


    I almost called him Grandpa Nexander, but I like Uncle Xander better.


    Btw guys, on the Roll20 Page is currently a Map of Osirion that is to-scale for measuring purposes. I'm going to be putting a 'You are here' marker eventually.


    Re: Loot
    Let me propose the following (which is cumulative with what folks already had claimed previously, and occasionally changes an old assignment).

    Aluriel
    Jack's Cracked Dusty Rose Prism Ioun Stone
    Mwk Spiked Gauntlets
    Wracking Rod

    Ardeshir
    Cloak of Resistance +1
    Hat of Disguise

    Gichak
    Bottle of Oily Green Liquid (Halib's Guard, Poison?)
    Odd Rifle w/ Mwk Bayonet

    Nexander
    Wand of Inflict Light Wounds [11]
    Wand of Inflict Moderate Wounds [2]
    Leather Armor +2

    Thorgrim
    Potion of Cure Light Wounds
    Potion of Cure Moderate Wounds

    Steady Hand
    Mwk Cold Iron Scimitar (Bejeweled and Gold Hilted)
    Mwk Tower Shield

    Sasbrek
    Iron Mask of Razmir
    Wand of Acid Splash [25]
    Wand of Ray of Frost [50]
    Wand of Scorching Ray [15]
    Mwk Hand Crossbow

    Unafe
    Headband of Inspired Wisdom +2
    Mwk Sling

    Unclaimed
    Potion of Cure Light Wounds
    Mwk Heavy Mace
    Jack's Mwk Backpack
    Studded Leather Armor +1
    Emerald-Topped Quarterstaff w/ Everburning Torch
    Silver Unholy Symbol of ??
    Glowing Crystal
    Magic Pearl

    Note, I've drafted an additional tab for the loot tracker that lists loot / person, and the total value of their loot (currenly on a BETA copy of Crusty's tracker, but that Crusty can copy over to the official one if he'd like to). I'll suggest that at some point (say, when we are next in town) we divide the cash loot in order to even out any discrepancies in the total loot value...so if Nexander gets loot worth 3000 GP more than Thorgrim, Thorgrim will get 3000 GP more than Nexander, when we get to town and divvy it up.


    Male Monkey Goblin Gunslinger (26/26 hit points)
    gyrfalcon wrote:

    Gichak

    Bottle of Oily Green Liquid (Halib's Guard, Poison?)
    Odd Rifle w/ Mwk Bayonet

    Knowing where crusty has sourced these NPCs from I can tell you that the rifle will be of no use to Gi'chak. He'd probably look it over and quite quickly inform you that if it is a firearm then he has no idea how it works with a confusing explanation of chambers, and barrels and other incomprehensible terms :p Gi'chak might take the emerald topped quarterstaff if someone can provide him a saw so he can cut it down to size.


    Who needs a saw when you have dormbrandr (or however you spell it).

    Edit: I'm totally fine with a loot buy out system like Gyrfalcon proposed.


    Ardeshir Qahremae wrote:

    Sasbrek, regarding Enlarge - I do not think you should take it. I have not revealed it yet in the game, but once per day Ardeshir can use his parental gifts (efreeti magic) to enlarge or shrink a person (this even works on other Ifrit and himself).

    Magic missile and burning hands are always good choices. Grease could also be useful, especially with so many long ranged based characters. Any of the protections (from evil, chaos) could be useful considering the path this game may take.

    If you want to buff the party, I know Gravity Bow would be very handy for me. ;)

    I'm not overtly fond of direct damage spells like magic missile. Burning hands I got becuase he is a dragon and a dragon always has a fire attack.

    I think I'll take grease and, if we finally manage to fight some really evil creature next level, swap burning hands for Protection from evil.

    Gravity bow is personal range, sorry.

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