Serpent Skull- Beer and Pretzels (Inactive)

Game Master drbuzzard

A light hearted running of Serpent Skull AP.

Tazion Map

Combat Map


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Lol did i get that right? We were actually supposed to smash the snakehead, but he would have TPKed us.
Guess that domination on Ivar was a very good move then along with the SR. Not that there´s much a level 3 arcane caster could have contributed to this fight except for the occasional crossbow bolt perhaps.


The module assumes you've beaten the snakehead. I'm not. Ivar being taken off the table and some bad rolls is why you didn't beat them.


Yeah he´s the main damage dealer and tank so far. Guess i know what kind of spells i´m gonna be taking then...Dominion over Ivars mind shall be mine!


Hey, I'm right here! next feat up, Iron Will!


Main problem is he didn't get rage off or he would have had a better shot at resisting.


My barbarian is a dwarf with the hardy racial trait and glory of old trait, which nets a +3 vs spells and spell like abilities on saves. Add in the steel soul feat and make it a +5. :)
That´s really good for a barbarian. You also get darkvision. And dwarven axes or dorn-degar.


yeah, the only problem then is you have to be a dwarf...


Only if you hold dwarves to that old long beards, bad mood always drink beer thing^^

I think besides that it can be fun to play a dwarf.


The trick for human barbarians is to use superstition leveraged with the racial level bonus thing to add. It takes a while to add up, but a high level human barbarian can be very spell resistant.


Skinwalker Bloodrager 1 | HP:16/16 | AC:15 FF:15 T:10 (-2 raging) | CMD:16 | F:+7 R:+0 W:+2| Init:+0 Per:+8 | Rage:9/9

Been looking at feats to use a whip to capitalize on the Indiana Jones vibe.

I don't think it would ever really work.


Mh didn´t know about that human racial thing for barbarians.

Whips are really feat intensive. For a bard, weapon finesse and agile whip is the best bet. Maybe add weapon focus and whip mastery.

Indiana Jones would be mainly disarm? Improved disarm or serpent lash then?


Whips can be damned mean...on a fighter and it takes a lot of levels and feats. I suppose it could also work OK on a Warpriest. Otherwise, not so much.


Shred:
HP 64/64 | AC 22 | T 15 | FF 18 | CMD 18 | Fort +9 | Ref +9 | Will +3 | Init +4 | Perc +16
HP 51/51 | AC 19 | T 13 | FF 17 | CMD 19 | Fort +9 | Ref +5 | Will +13 | Init +2 | Perc +18
Active Effects:
Longstrider(6H), Spider Climb(1H)

One of the best whip builds I've seen is a Magus with wand wielder arcaca.. Wand of Truestrike means +18 to trip every round.. Or any other maneuver for that matter.. And they can make up for low damage with spellstrike.. I did an Arcane Duelist Bard/Kensai Magus build that was pretty redic with a whip.. Just straight Magus would be fine as well, or non-Kensai one...


Looking at Barts stuff...bump STR to 14 at level 4, just take the whip.
"Phalanx Formation" helps with hitting if you stand behind someone, no -4. Buff yourself with the typical bard buffs and you should be good.
With heroism and luck you should get a +4 to hit?

Else what buzard said, won´t work that well because it needs so many feats.


Shred:
HP 64/64 | AC 22 | T 15 | FF 18 | CMD 18 | Fort +9 | Ref +9 | Will +3 | Init +4 | Perc +16
HP 51/51 | AC 19 | T 13 | FF 17 | CMD 19 | Fort +9 | Ref +5 | Will +13 | Init +2 | Perc +18
Active Effects:
Longstrider(6H), Spider Climb(1H)

Just to inform everyone, I spoke with Buzz about my dislike of Malok's initial build and he granted me a reskin of him.. He's now more in line with a normal druid and will be assuming the more standard summoning/battlefield cc/animal companion role..


Shred:
HP 64/64 | AC 22 | T 15 | FF 18 | CMD 18 | Fort +9 | Ref +9 | Will +3 | Init +4 | Perc +16
HP 51/51 | AC 19 | T 13 | FF 17 | CMD 19 | Fort +9 | Ref +5 | Will +13 | Init +2 | Perc +18
Active Effects:
Longstrider(6H), Spider Climb(1H)

Leveled up..

+8hps
+1 fort
+1 will
+1 bab
+4 skills - Know Geo and Nature, Perception, and Spellcraft
One more 1st and 2nd level spell

Put 4th level bump into wisdom.

+1 Weapon and Armor Attunement

Pet got a bit stronger..


Two questions:

1. Has anybody some idea about all the stuff we found and wether we can sell stuff and actually receive some gold pieces or not?
2. If we have some gold (potentially 3k gp with automatic bonus progression for half of normal WBL), can we get some gear in Sargova?

Looking to add some more spells like rope trick, spider climb and air walk to my spellbook. Handy Haversack might also be very nice. Or a CLW wand?


We're doing the advanced ABP, so you don't get 1/2 gold for WBL. I've also not said we're doing WBL like I do in some of my games.

Magic items will be fairly hard to come by beyond expendibles (wands, scrolls, potions).


ok, will level up tonight,

This is the list of stuff we found, including what has been claimed by whom, I have also taken the 'cure' potions off the list and passed them out. Whatever wasn't claimed in game play Ivar will keep.

Do we want to keep anything else?

drbuzzard may I assume the boat would purchase the mundane items at half price, and the 'goods' we can sell in Sargova?

accumulated stuff:

6/12/16
a bottle of fine brandy worth 50 gp, a darkwood model of the Jenivere in a glass bottle worth 100 gp, and a small coffer containing 350 gp. Also in this lower drawer is a long leather satchel that holds a dozen potions for emergency use: four potions of cure light wounds, a potion of cure moderate wounds, four potions of lesser restoration, a potion of remove disease, a potion of water breathing, and a potion of water walking. Finally, a large footlocker leaning against the desk contains Jask Derindi’s confiscated gear, including a masterwork dagger, a suit of leather armor, two potions of cure light wounds, a holy symbol of Nethys, and a spell component pouch

Larder: Although the majority of the Jenivere’s food stores were kept in the now-missing cargo below, enough preserved rations are stored here to supply a single person with food for 24 days.

masterwork studded leather armor
masterwork short swordIvar
A search of the rest of the supply room turns up several tools and lumber that could come in handy in building a secure campsite: a block and tackle, three large canvas sheets, two fishing nets, two bullseye lanterns, 12 f lasks of lantern oil, 150 feet of hemp rope, a grappling hookIvar and five shovels.

9/9/16
a box containing a vial of antitoxen, 2 vials of alchemist fire, a vial of acid, a smokestick and 2 sunrod's

11/10/16
(6)@ shield and broken cutlass's (scimitars).

12/25/16
potions of lesser restoration (for Christmas) everyone got one

1/9/17
A masterwork longspear, 432 cp, 284 sp, 123 gp, and jewelry worth 250 gp bracers of armor +1 Janzadar and a wand of mirror image (5 charges). A moldy ship's log in the cabin aft, but it is rather moldy and needs a linguistics check to decipher

1/31/17
In the bottom of the pit you find a chest.
The chest is locked and contains the following loot: 3,500 cp, 2,000 sp, 1,000 gp, 50 pp, a silk pouch of garnets and amethysts worth 500 gp in all, a half-dozen moldered and ruined noble’s outfits, a bejeweled masterwork cold iron starknife, a darkwood buckler, and a scroll of raise dead in a watertight mithral scroll tube worth 500 gp. Lalali-re

2/24/17
The poor old lady has a wand of vampiric touch
The barbarian with the baseball cap had a nice scimitar and an amulet with a red pearl.
The amulet seems to be quite valuable, probably 500 or so.
The scimitar is sharp and pointy.

2/26/17
A dented footlocker against the east wall contains the 70-year-old payroll from the ship—treasure kept more out of nostalgia by the cannibals than anything else. The chest contains several rotted bags, along with 6,300 sp and 270 gp.

A search of the area turns up three antitoxins, two smokesticks, three tanglefoot bags, a thunderstone, six potions of cure light wounds, and two potions of lesser restoration.

4/29/17
rummaging around in the nest you find:
246 sp, 350 gp, 13 pp, a mithral hook designed to be worn on an arm stump (worth 1,500 gp), a fine brass sextant worth 750 gp, a nicebuckler decorated with a skull and crossbones, and an efficient quiver containing 20 normal arrows, nine cold iron arrows, Malok a javelin of lightning Janzadar, and a masterwork composite longbow (+3 Strength) Ivar.

If I missed anything or anyone claiming anything let me know.

Does anyone want to do a spread sheet?


Shred:
HP 64/64 | AC 22 | T 15 | FF 18 | CMD 18 | Fort +9 | Ref +9 | Will +3 | Init +4 | Perc +16
HP 51/51 | AC 19 | T 13 | FF 17 | CMD 19 | Fort +9 | Ref +5 | Will +13 | Init +2 | Perc +18
Active Effects:
Longstrider(6H), Spider Climb(1H)

So is the advanced apb the +2 level one? Trying to figure what advanced is and the only thing I see suggested different is to consider pc's two levels higher on the chart.. Is that what it is?


Yes, the advanced ABP is the +2 levels on the chart one.


drbuzzard wrote:
Yes, the advanced ABP is the +2 levels on the chart one.

hhhmmmm, I didn't realize we were playing advanced ABP, good to know!


Oh i didn´t reaize that either, but it´s cool. Need to make some adaptions then later tonight, since Lalali is on half automatic bonus progression right now.


Shred:
HP 64/64 | AC 22 | T 15 | FF 18 | CMD 18 | Fort +9 | Ref +9 | Will +3 | Init +4 | Perc +16
HP 51/51 | AC 19 | T 13 | FF 17 | CMD 19 | Fort +9 | Ref +5 | Will +13 | Init +2 | Perc +18
Active Effects:
Longstrider(6H), Spider Climb(1H)

Yea that would mean we should have +1 deflection and mental prowess as well.. Choosing wisdom for my stat bump..


Skinwalker Bloodrager 1 | HP:16/16 | AC:15 FF:15 T:10 (-2 raging) | CMD:16 | F:+7 R:+0 W:+2| Init:+0 Per:+8 | Rage:9/9

Debating between trap detection and a combat feat for my 4th level rogue talent.


Male Human (Bonuwat) Cleric of Shimye-Magalla 4 | HP 23/23 | AC 14 T 13 FF 12 CMD 16 | F+5 R+5 W+9 | Init +2 | Perc +8 | Status: Normal

Janzadar Level 4
+1 Charisma
+5 HP
+1 BAB
+1 Fortitude ST
+1 Will ST
+1 Level 1 Spell
+1 Level 2 Spell
+2 Skills (K Religion twice) +1 Human (K Religion Again) +1 FC (Survival) +2 Background (K Geography and K History)
Auto Bonus Progression Level 3: Resistance +1
Auto Bonus Progression Level 4: Armor attunement +1, weapon attunement +1
Auto Bonus Progression Level 5: Deflection +1


Shred:
HP 64/64 | AC 22 | T 15 | FF 18 | CMD 18 | Fort +9 | Ref +9 | Will +3 | Init +4 | Perc +16
HP 51/51 | AC 19 | T 13 | FF 17 | CMD 19 | Fort +9 | Ref +5 | Will +13 | Init +2 | Perc +18
Active Effects:
Longstrider(6H), Spider Climb(1H)

You will have mental prowess as well Jan..

Also totally forgot about background skills and +2 bonus skills per level.. Gonna have to audit cause I know im short..


Skinwalker Bloodrager 1 | HP:16/16 | AC:15 FF:15 T:10 (-2 raging) | CMD:16 | F:+7 R:+0 W:+2| Init:+0 Per:+8 | Rage:9/9

Bart is updated

Used Combat Trick to pick up Point Blank Shot

Spent some money on a +2 str composite shortbow and a chain shirt.


Shred:
HP 64/64 | AC 22 | T 15 | FF 18 | CMD 18 | Fort +9 | Ref +9 | Will +3 | Init +4 | Perc +16
HP 51/51 | AC 19 | T 13 | FF 17 | CMD 19 | Fort +9 | Ref +5 | Will +13 | Init +2 | Perc +18
Active Effects:
Longstrider(6H), Spider Climb(1H)

We have money?


Malok, the East Wind wrote:
We have money?

we have the goods listed in this post if anyone feels like doing the math. If not, I may get to it in a day or two.

Ivar is ready except for his next rage power, I'm not happy with the first one I selected so I am looking more carefully at the second. Any recommendations?


Shred:
HP 64/64 | AC 22 | T 15 | FF 18 | CMD 18 | Fort +9 | Ref +9 | Will +3 | Init +4 | Perc +16
HP 51/51 | AC 19 | T 13 | FF 17 | CMD 19 | Fort +9 | Ref +5 | Will +13 | Init +2 | Perc +18
Active Effects:
Longstrider(6H), Spider Climb(1H)

Reckless Abandon for boost to attacks, superstitious for more survivabilty.. You should also being putting fcb into superstious bonus.. At mid to high level ur saves will be as good as a paladin..

Also if you are not an unchained batb u need to get raging vitality at 5th..


Male Human (Bonuwat) Cleric of Shimye-Magalla 4 | HP 23/23 | AC 14 T 13 FF 12 CMD 16 | F+5 R+5 W+9 | Init +2 | Perc +8 | Status: Normal

Right! He gets Mental Prowess. He will get a +2 to Charisma.
And we have a couple extra skills ranks, right? Perception and Sense Motive
I think Janzadar is ready


"Accurate Stance" is one of the best rage powers and all the follow ups.
"Shove aside" is very good as well.
"Superstition" is a two-sided sword, it can cut either way.


Lalali Update:

+7hp for 30hp
+ 2 INT
+ all kn: skills on +10

new spells:
-protection from evil
-scorching ray
-glitterdust
-spiderclimb


Just assume you're all in Sargova. That is where we will resume.


Shred:
HP 64/64 | AC 22 | T 15 | FF 18 | CMD 18 | Fort +9 | Ref +9 | Will +3 | Init +4 | Perc +16
HP 51/51 | AC 19 | T 13 | FF 17 | CMD 19 | Fort +9 | Ref +5 | Will +13 | Init +2 | Perc +18
Active Effects:
Longstrider(6H), Spider Climb(1H)

In my experience, 11th level rager barb in pfs, the superstitious benifita far out weigh the negative.. You dont have to save vs channel heals and on normal heals u still get 1/2 on a save. Vs other benifical spells a low initiative score solves alot if that.. Simply going after the caster who cats haste fixes the issue.. All of his saves would be +3 higher vs magic if he had it with fcb bonus..

Reckless abandon is a no brainer with a DR build barb..

Accurate Stance is only for Unchained Barbs right?


Serpent´s Skull Treasury

Made an excel sheet with Ivars stuff.

Without the stuff on the sheet we have 7.295,22 gp overall and can probably still sell some things.

I suggest keeping the potions, selling the wand of vampiric touch and the rest we don´t need, then buy everything we need for an extended jungle expedition.
Like healing resources, some more spells and utility stuff, a camp etc.

Grand Lodge

Male Halfling || (HP 44/48) | AC: 21 | T:15 | FF:18 | CMD 17 | Fort +14| Ref +13 | Will +12 | Init +4 | Perc: +10 | Speed 20ft) Rapier +12 (1d4 + 5 / 18-20 x2) //
Temporal Effects:
// Panache: 5/5 Smite Evil 1/2 ; Lay on Hands 4/6

Randy's up to date. No choices to be made except that the atribute increase went to Dexterity for a total of 19 and to noone's surprise Mental Prowess now reads Charisma.

So now Randy's even more convincing and annoying, and even harder to kill with improves saves, Immunity to Fear and Diseases.

Oh, and he now LoH for 2d6 worth of divine healing. Eat shit and die, healbots, this halfling is balling outta control.


Skinwalker Bloodrager 1 | HP:16/16 | AC:15 FF:15 T:10 (-2 raging) | CMD:16 | F:+7 R:+0 W:+2| Init:+0 Per:+8 | Rage:9/9

I've got no moral issues with using a vamp touch wand.


Skinwalker Bloodrager 1 | HP:16/16 | AC:15 FF:15 T:10 (-2 raging) | CMD:16 | F:+7 R:+0 W:+2| Init:+0 Per:+8 | Rage:9/9

Bart would like 425gp to fund purchases and the Darkwood Buckler off that list.


I prefer letting the people who will use something keep it and then split the wealth, seeing that the entire party usually benefits, but it's up to the party.

how do we want to do it, take what we need sell the rest and then split? Or count the resale value of items as part of the persons take?

Also how are we going to do wands? I recommend the cost coming off the top, the clerics shouldn't be expected to finance healing.


I think everyone just take what they need or want, sell and split the rest. Healing should be financed by the group. Barton move the buckler from the list to sheet 2 into your belongings please.

-Posted with Wayfinder


Shred:
HP 64/64 | AC 22 | T 15 | FF 18 | CMD 18 | Fort +9 | Ref +9 | Will +3 | Init +4 | Perc +16
HP 51/51 | AC 19 | T 13 | FF 17 | CMD 19 | Fort +9 | Ref +5 | Will +13 | Init +2 | Perc +18
Active Effects:
Longstrider(6H), Spider Climb(1H)

Well just let me know how much I have I suppose..

Gonna try and push us forwards in campaign tab since it appears we are all leveled.


Skinwalker Bloodrager 1 | HP:16/16 | AC:15 FF:15 T:10 (-2 raging) | CMD:16 | F:+7 R:+0 W:+2| Init:+0 Per:+8 | Rage:9/9

I couldn't edit the list, you might have to change the settings.


Male Human (Bonuwat) Cleric of Shimye-Magalla 4 | HP 23/23 | AC 14 T 13 FF 12 CMD 16 | F+5 R+5 W+9 | Init +2 | Perc +8 | Status: Normal

We need a Wand of Cure Light Wounds.


Shred:
HP 64/64 | AC 22 | T 15 | FF 18 | CMD 18 | Fort +9 | Ref +9 | Will +3 | Init +4 | Perc +16
HP 51/51 | AC 19 | T 13 | FF 17 | CMD 19 | Fort +9 | Ref +5 | Will +13 | Init +2 | Perc +18
Active Effects:
Longstrider(6H), Spider Climb(1H)

Agreed.. Depending on cash I'm gonna pick up a few handy scrolls.. Id suggest any casters do the same. 1st level ones for 50 gold for situational spells is always nice..


I did actually plan to pick up some scrolls and wands.
I think a CLW or even CMW wand or two would be beneficial.
We still avhe some potions of lesser restoration, but you never know.
Also jungles and poison and stuff.

Don´t forget, we do have 1 scroll of raise dead^^

Grand Lodge

Male Halfling || (HP 44/48) | AC: 21 | T:15 | FF:18 | CMD 17 | Fort +14| Ref +13 | Will +12 | Init +4 | Perc: +10 | Speed 20ft) Rapier +12 (1d4 + 5 / 18-20 x2) //
Temporal Effects:
// Panache: 5/5 Smite Evil 1/2 ; Lay on Hands 4/6

As Randy doesn't need anything until he can afford a Mithral Plate Armor and a Adamantine rapier, you can count with his 500 gp to buy wands of healing and such.

Buzzard, correct me if I am wrong, but even if I'm yet to get my kewl Paladin spells (Patent pending) I can use a Wand of CLW/CMW/CSW, am I right?


yes

Grand Lodge

Male Halfling || (HP 44/48) | AC: 21 | T:15 | FF:18 | CMD 17 | Fort +14| Ref +13 | Will +12 | Init +4 | Perc: +10 | Speed 20ft) Rapier +12 (1d4 + 5 / 18-20 x2) //
Temporal Effects:
// Panache: 5/5 Smite Evil 1/2 ; Lay on Hands 4/6

Perfect. Then Galittlehead will take the Skull and Bones buckler (tried to find it in the thread, but couldn't. Any special abilities or such?)

I suggest we pick at lesst 2 if not 3 wands of CLW, if I take 250 from the Group's Funds I can carry one.

Aaaand I just discovered there's a Celestial Full Plate. I am strangely aroused right now.

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