Shattered Star: Broken Dreams (Inactive)

Game Master DancingShadow

Thassilon once represented the dreams of one man, but it was broken by the ambitions of his apprentices. Will adventurers be able to reforge his greatest creation to hold back the threat of his long-dead dream?


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{HP 12/12 | AC 12 T12 FF10 CMD14 | F/R/W 1/2/3 | Inish+2 Per+0 SM+8} Female Peri Blooded Aasimar Illusionist 1

One more question. The two unidentified items in a pouch. Were those the alchemical items, or something else?


Male Half-elf HP: -4/9

Since we are at it, we don't gain a level by any chance do we? :D


{HP 12/12 | AC 12 T12 FF10 CMD14 | F/R/W 1/2/3 | Inish+2 Per+0 SM+8} Female Peri Blooded Aasimar Illusionist 1

About to head to work, but one last thing. The bar in my name with my stats, it's also a link to the loot spreadsheet now. If DM Bound Shade is willing, it could be put on the campaign tab as well.

https://docs.google.com/spreadsheet/ccc?key=0AsRpDucZjhLSdDF1WGJXaHlhM0RxRW h1aW9pT1Rwa3c&usp=sharing

There's the URL for it not in a link as well.


(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

Raven, I really like your spreadsheet, it looks good!


Shade Psion 18

@Raven: I was having a hard time finding what you were talking about, but I finally came across it in the Gameplay forum. The magic items that were in her pouch were the scroll and wand. There were six auras on her. Three were obviously spells she had cast on herself. One was the boots, and the last two were the scroll and wand. I hope that clears things up. :)

Also, a link to the spreadsheet has been posted on the Campaign Notes page.


Shade Psion 18

@Calendir: Not just yet. I've been tracking experience points, but haven't posted them yet. The total is now listed on the Campaign Notes page.


HP 17/17, AC 16/13/13 F+4, R+4, W+3; Init +4, Per. +2

I think Omoro should obviously get the magical boots and the masterwork tools, if he wants them.

Lantern Lodge

HP 13/16, AC 16/13/13, F +1, R +6, W +2, Init +3, Per +9 (low-light), Ki Pool: 3

Yeah, I would definitely be interested in both of those. I think I'd also be interested in the second-story harness and climber's kit, given the nature of this path.


Male Half-elf HP: -4/9

Agreed.

As for the mithral weapon.... It would make good money, but I might be interested in keeping it for overcoming damage reduction - not essential though.


{HP 12/12 | AC 12 T12 FF10 CMD14 | F/R/W 1/2/3 | Inish+2 Per+0 SM+8} Female Peri Blooded Aasimar Illusionist 1

Thank you for the compliment, DM Bound Shade :) And you too, Nadja! And I'll get that noted on the spreadsheet. And on the XP, hmmm. Looks to Teeth. How much XP is a goblin worth again?

I concur with the listed items going to Omoro. Though I do think eventually we all may want to invest in climbing supplies and whatnot.


{HP 12/12 | AC 12 T12 FF10 CMD14 | F/R/W 1/2/3 | Inish+2 Per+0 SM+8} Female Peri Blooded Aasimar Illusionist 1

Calendir, you sneak. You posted while I was typing ;p

I also agree with keeping the sword, and dagger, in the party for potential DR problems.


{HP 12/12 | AC 12 T12 FF10 CMD14 | F/R/W 1/2/3 | Inish+2 Per+0 SM+8} Female Peri Blooded Aasimar Illusionist 1

The scroll of shield would be nice for Jotune if he doesn't already have it. If he does though, I'd like it. The wand of mage armor as well, mostly since Conjuration is an opposed school and would take two slots for me to memorize it. But Nadja can benefit from it as well, so open to discussion on it.


Male Half-elf HP: -4/9

Ok, well. As long as anyone wants to keep this or that I am cool with it - I guess the items we discovered so far are quite easy to assign - you ladies decide on the shard.

As for the cash, lets do the math and see if my share of those 1500 + whatever we got is enough to get my new armor + weapon + shield.

Pfft, this tanking business is expensive.

Good thinking on the wand Raven ;)


HP 17/17, AC 16/13/13 F+4, R+4, W+3; Init +4, Per. +2

Let raven keep the wand and buff Nadja is the situation calls for it. Jotune really doesn't need the scroll of shield since that is a known spell for him, so whomever wants it can grab it.

I'd say to let Cal have the mitral weapon if he wants it.

The Exchange

There is nothing I really need from the loot. I'm back in pocket now.


(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

Welcome back!

So it seems to me that we are going to sell the Ring and Wand of Detect Secret Doors? That should give Calendir enough to outfit himself in a Breastplate and Heavy Shield? What is everyone else thinking at this point?


(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

About to start DMing a Serpent Skull, so I'll be back later tonight.


HP 17/17, AC 16/13/13 F+4, R+4, W+3; Init +4, Per. +2

That sounds fine to me. Jotune doesn't really need any of the stuff now. He's good.


{HP 12/12 | AC 12 T12 FF10 CMD14 | F/R/W 1/2/3 | Inish+2 Per+0 SM+8} Female Peri Blooded Aasimar Illusionist 1

How do you all want to handle the monetary division? Try to keep it even with loot or just split it evenly? I'm fine with either.

And if we do it evenly, Calendir let me know if you need extra to help equip you. I like my tanks well equipped.


HP 17/17, AC 16/13/13 F+4, R+4, W+3; Init +4, Per. +2

I say we just give everyone an equal share of the gold. As we get more magical items we can try to make sure everyone is getting their share of those as well.


{HP 12/12 | AC 12 T12 FF10 CMD14 | F/R/W 1/2/3 | Inish+2 Per+0 SM+8} Female Peri Blooded Aasimar Illusionist 1

Haven't heard from Aurora on things yet, but seems enough consensus to sell the ring and wand. So figuring that out and the gold

Ring of Feather Falling 2200
Wand of detect secret doors 555
________________________________
TOTAL: 2755
Halved for selling: 1377.5gp
Gold: 1555gp
Garnets 100gp
________________________________
TOTAL: 3032.5
Divide by 7: 433.21

So each person's share is 433gp, 2sp, 1cp. I'll add the remainder (3cp) back to party treasure for now.

The individual items have been entered into the spreadsheet as well. Does that look acceptable to everyone?


HP 17/17, AC 16/13/13 F+4, R+4, W+3; Init +4, Per. +2

Looks good to me.


Male Half-elf HP: -4/9

Sounds perfect to me - For now I guess Calendir will indeed go for an Heavy Steel Shield. In one or two levels, I'll probably go for a light Steel one, for the off hand bash :D


Shade Psion 18

@Calendir: Are you going to go Two-Weapon or Sword and Shield for you Combat Style?


(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

Evening guys! Got done with my Serpent Skull table-top game a few hours ago. It was a great session. The tiefling fighter took a 41 point crit from Klorak the Red (I gave him a scythe instead of a scimitar and that x4 crit modifier *hurt*). Luckily he was 3rd level had enough hitpoints that it only dropped him to negative -11 and he was able to be stabilized the next round.

Anyhow, I saw your post Calendir about the Heavy Steel Shield. I don't know if Bound Shade would be on board with it, but technically its a medium weapon for the purpose of a shield bash, and the short sword is a light weapon. You could get away with having the shield as a mainhand and the sword as a off hand. Throw some spikes on the shield and you would be good to go.

Thanks for doing the math Raven. I am planning to invest in a couple of flasks of acid and some alchemist fire. It might be a good idea for everyone get at least one incase we encounter a swarm or two. We might also want to all chip in for a Wand of Cure Light Wound. I know Calendir is going to be strapped for cash, so I can spot you some if you need it. Can anyone else think of any "must have's" off the top of your head?

Oh yea, what do we want to do about Teeth? Bound Shade, would you be open to him as kinda a group NPC? We let him tag along and eventually he might gain a level?


Male Half-elf HP: -4/9

@DM Bound Shade: going Two Weapon Fighting Style - think it is the best option.


Shade Psion 18

Glad to hear that the game went well. High crit multiplier weapons in the lower levels always up the excitement. Occasionally too much! :) I'm looking forward to my Jade Regent game on Tuesday. Had to take it online though due to friends being all spread out in NoVA.

Yeah, I agree that for the most part the Two-Weapon style is the best for shield fighting. More access to free feats with high prereqs.

As for using a heavy shield and a short sword, I'm good with it. Short sword and shield was a fairly common combination from what I understand, so it makes perfect sense to me.

As for Teeth, I'm perfectly good with you working with him, either dragging him around or even leaving him with the venture captain. If you're wanting to let him gain levels, figure out what you want to teach him and he'll advance as that class. Probably should talk to him as well to find out what he's good at.


Male Half-elf HP: -4/9

Exactly my idea with the pre-reqs DM Bound Shade. In any case, at level one, I do not pack enough attack bonus to try and hit anyone with the shield, even at level 2 with a light steel shield it will still be a pain, so my idea is to use an heavy steel shield for the added AC for the time being.

As far as main weapons go... for the time being it is almost irrelevant if I wield a scimitar, a short sword, or a longsword. the damage differential is negligible, only difference comes from the crit range.

Wait, unless I am looking at this wrong... I have less penalties if I main hand a light weapon..? No, I don't :(


{HP 12/12 | AC 12 T12 FF10 CMD14 | F/R/W 1/2/3 | Inish+2 Per+0 SM+8} Female Peri Blooded Aasimar Illusionist 1

High crit weapons can be scary. In my home group for Way of the Wicked, there was at one point a plan to kill a man in his home, who happened to take his halberd with him into the bedroom (to leave nearby). Otherwise he was completely nekkid. Party gets it's surprise round on him, but he survives. Halfling rogue who was closest went from full hps (and he had rolled very well) to dead dead. Dice rolls for the attacks were 20,19 (confirming first attack crit), 19 on second attack. Ouch.

In another PBP, I'm currently playing a half-orc urban ranger with 2 weapon combat style and scimitar / light spiked steel shield, with a 16 strength and the shield bash feat. If I'm fighting my favored enemy (human), then I definitely go 2 weapon fighting, otherwise it's highly dependent. Often enough it's just 1 weapon since the -2 can be a big difference, unless I manage flanking or it's a low AC target.

Nadja, if you like, I can make scrolls of any spells I have in my book you don't so you can brew them for your familiar to store for you. It'll of course take time but something to consider for downtime.

Jotune, we can exchange books too when we have some time for the same reason. Might as well keep us all as knowledgeable as possible.

Welby, if it were 2nd edition, I'd share some spells with you too ;p

I'll chip in for a wand of cure light wounds, definitely. And don't forget with prestige we can acquire some items if needed.


HP 17/17, AC 16/13/13 F+4, R+4, W+3; Init +4, Per. +2

My last PbP death was when my 4th level druid was critted with a scythe, I think, in Legacy of Fire by one of the demon things outside the town starting the second book, or ending the first book.

I was full HP as well. And went to dead, dead, lol...


Shade Psion 18

It can be useful to have the option of a second attack if you're fighting a target that you suspect has a low AC, but yeah, otherwise, hitting is more fun. :)


Alchemist 2 Init:+5, Perception +10, AC: 18/14/15, HP 17/17, Saves: 5/6/1, Darkvision

I haven't really found a place to get Welby going in RP action. What would you guys think about me adding Teeth as my character (a trapsmith rogue) and sending Welby on his way?

If we need divine casting, I could make his an evangelist cleric like Welby. We could use a straight bard, but the hit to charisma kills that class for a goblin.


(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

HAHA! I love it! The picture is great too! What about alchemist? I could see Teeth liking bombs a lot!


(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

Edit: I just mentioned alchemist because Oromo is a rogue. Anyhow if Bound Shade is ok with it, I would love to see you play this up... first goblin pathfinder? $$$


Female Human (Elven heritage) Archer (Fighter )1

Sorry I haven't been overly vocal. I'm cool with all the brekdowns of gear and the cash from the sales. Just remember that while primarily an archer and not a tank, Aurora is still a fighter and if need be can engage in hand to hand in a pinch.

Although in a couple feats she'll be stabbing people with arrows when they get too close.


(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

Edit #2: Strike that. Just found the best class ever for teeth: Feral Gnasher He's all about biting!


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{HP 12/12 | AC 12 T12 FF10 CMD14 | F/R/W 1/2/3 | Inish+2 Per+0 SM+8} Female Peri Blooded Aasimar Illusionist 1

The most important thing, in my opinion, is that you enjoy whatever it is you're playing. If not having fun with Welby, feel free to change it as long as the DM is fine with it.

That said, two rogues wouldn't necessarily be a bad thing. With 7 players, some overlap is definitely probable.


Alchemist 2 Init:+5, Perception +10, AC: 18/14/15, HP 17/17, Saves: 5/6/1, Darkvision
Nadja Cazynsik wrote:
HAHA! I love it! The picture is great too! What about alchemist? I could see Teeth liking bombs a lot!

Alchemist Build:

Teeth
Goblin Alchemist 1
CN Small Humanoid (goblinoid)
Init +6; Senses Darkvision; Perception +9
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 10 (1d8+1)
Fort +3, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +0 (1d3-1/19-20/x2)
Ranged Bomb +6 (1d6+4 Fire) and
Light crossbow +5 (1d6/19-20/x2)
Special Attacks Bomb 1d6+4 (7/day) (DC 14)
Alchemist Spells Prepared (CL 1, 0 melee touch, 5 ranged touch):
1 (2/day) Cure Light Wounds (DC 15), Longshot
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 12, Int 18, Wis 12, Cha 7
Base Atk +0; CMB -2; CMD 12
Feats Brew Potion, Extra Bombs, Throw Anything
Traits Reactionary, Serpent Runner (Two Weapons), Suspicious
Skills Acrobatics +2, Climb -3, Craft (alchemy) +8, Escape Artist +3, Heal +5, Perception +9, Ride +6, Sense Motive +6, Sleight of Hand +6, Spellcraft +8, Stealth +14, Swim -3 Modifiers Alchemy +1
Languages Common, Draconic, Gnoll, Goblin, Orc
SQ Mutagen (DC 14)
Combat Gear Chain shirt, Dagger, Light crossbow;
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (7/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Mutagen (DC 14) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

What do you guys think. I took the CLW Spell to be able to use the wand of CLW without the use of UMD.


{HP 12/12 | AC 12 T12 FF10 CMD14 | F/R/W 1/2/3 | Inish+2 Per+0 SM+8} Female Peri Blooded Aasimar Illusionist 1

I'd try to raise your strength. Alchemical items are your probable go to when your bombs run out, and they have some weight to them. And don't discount PBS and Precise shot. Having two active alchemist characters, one with and one without, I really miss not having it. PBS will raise the min damage on your splash attacks.

Also it's important to note that alchemists don't use spells, they use extracts. So you still would need UMD to use a wand.

Oh, and Holy water. Holy water is good for an alchemist, actually.

The Exchange

Raven, Crafter of Shadow wrote:

I'd try to raise your strength. Alchemical items are your probable go to when your bombs run out, and they have some weight to them. And don't discount PBS and Precise shot. Having two active alchemist characters, one with and one without, I really miss not having it. PBS will raise the min damage on your splash attacks.

Also it's important to note that alchemists don't use spells, they use extracts. So you still would need UMD to use a wand.

Oh, and Holy water. Holy water is good for an alchemist, actually.

"An alchemist can utilize spell-trigger items if the spell appears on his formulae list"

"Wands use the spell trigger activation method..."


{HP 12/12 | AC 12 T12 FF10 CMD14 | F/R/W 1/2/3 | Inish+2 Per+0 SM+8} Female Peri Blooded Aasimar Illusionist 1
Welby Dardragon wrote:
Raven, Crafter of Shadow wrote:

I'd try to raise your strength. Alchemical items are your probable go to when your bombs run out, and they have some weight to them. And don't discount PBS and Precise shot. Having two active alchemist characters, one with and one without, I really miss not having it. PBS will raise the min damage on your splash attacks.

Also it's important to note that alchemists don't use spells, they use extracts. So you still would need UMD to use a wand.

Oh, and Holy water. Holy water is good for an alchemist, actually.

"An alchemist can utilize spell-trigger items if the spell appears on his formulae list"

"Wands use the spell trigger activation method..."

I had to go look it up. Somehow I missed that. Very interesting. Thanks for that info, Welby, and I apologize for doubting you.


Shade Psion 18

I'm completely fine with you switching over to playing Teeth from Welby. It's easy enough for Sheila to give Welby another assignment. It's a much more natural change than having a fresh character come in from no where.

Also, I love alchemists. One of my favorite classes. I hate the restriction on Quick Draw not working with alchemical items. Anyone have a clue as to why that's in there?

The Exchange

Raven, Crafter of Shadow wrote:


I had to go look it up. Somehow I missed that. Very interesting. Thanks for that info, Welby, and I apologize for doubting you.

No problem! Thank you for the advice. My first stab at an alchemist so please keep the advice coming.

The Exchange

DM Bound Shade wrote:

I'm completely fine with you switching over to playing Teeth from Welby.

Also, I love alchemists. One of my favorite classes. I hate the restriction on Quick Draw not working with alchemical items. Anyone have a clue as to why that's in there?

Thank you. Is everyone else OK with this?

Any tips on building an alchemist DM Bound Shade?


(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

Yep! Have fun Teeth!


Shade Psion 18

Depends on what you're playing. It looks like you're playing a bomber build. Thus, you want to go along the ranged chain, picking up Precise Shot along with Precise Bombs for one of your earlier Discoveries (probably the first one at 2nd level). Rapid Shot should probably be picked up before 8th, as you'll be wanting to get the Fast Bombs Discovery to throw more than one bomb a round. However, with the Serpent Runner trait, you probably want to hit Two-Weapon Fighting instead of Rapid Shot. However, going the ranged chain is much more useful if you're trying to conserve bombs, which will definitely occur more than once after getting Fast Bombs.

Intelligence first, followed by Dexterity. You're throwing touch attacks, so you can afford to skimp a bit on the attack bonus, especially with buffs from your extracts and mutagen.

Awesome Guide for Building an Alchemist


Alchemist 2 Init:+5, Perception +10, AC: 18/14/15, HP 17/17, Saves: 5/6/1, Darkvision

10 16 12 19 12 8...Does that look like a better stat aray? I got rid of Extra bombs and took PBS for my feat. I need to decide on a trait. Since the campaign traits do not fit me, is there one that you think would work better?

Build:

Unnamed Hero
Goblin Alchemist 1
CN Small Humanoid (goblinoid)
Init +5; Senses Darkvision; Perception +9
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 10 (1d8+1)
Fort +3, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +1 (1d3/19-20/x2)
Ranged Bomb +5 (1d6+4 Fire) and
Light crossbow +4 (1d6/19-20/x2)
Special Attacks Bomb 1d6+4 (5/day) (DC 14)
Alchemist Spells Prepared (CL 1, 1 melee touch, 4 ranged touch):
1 (2/day) Cure Light Wounds (DC 15), Longshot
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 19, Wis 12, Cha 8
Base Atk +0; CMB -1; CMD 12
Feats Brew Potion, Point Blank Shot, Throw Anything
Traits Reactionary, Suspicious
Skills Acrobatics +1, Climb -2, Craft (alchemy) +8, Escape Artist +2, Heal +5, Perception +9, Ride +5, Sense Motive +6, Sleight of Hand +5, Spellcraft +8, Stealth +13, Swim -2 Modifiers Alchemy +1
Languages Common, Draconic, Gnoll, Goblin, Orc
SQ Mutagen (DC 14)
Combat Gear Chain shirt, Crossbow bolts (20), Dagger, Light crossbow; Other Gear Alchemist's fire (3), Backpack (3 @ 3 lbs)
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Mutagen (DC 14) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


HP 17/17, AC 16/13/13 F+4, R+4, W+3; Init +4, Per. +2

Awesome idea! Teeth would make a great alchemist. Play what you would enjoy. If Welby isn't doing it for you, give ole Teethers a try...


Alchemist 2 Init:+5, Perception +10, AC: 18/14/15, HP 17/17, Saves: 5/6/1, Darkvision
Teeth wrote:

10 16 12 19 12 8...Does that look like a better stat aray? I got rid of Extra bombs and took PBS for my feat. I need to decide on a trait. Since the campaign traits do not fit me, is there one that you think would work better?

** spoiler omitted **...

*Array

Lantern Lodge

HP 13/16, AC 16/13/13, F +1, R +6, W +2, Init +3, Per +9 (low-light), Ki Pool: 3

Awesome! I'd love to see Teeth follow us along! Just one question: Don't alchemists need a formulae book, and don't goblins consider writing taboo?

I guess that's actually two questions, really.

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