Something Wicked This Way Comes (Inactive)

Game Master Fanguar

Horn lower level
Horn upper levels
Xanos' Annotated Map


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If you are unhappy with those rolls you can just do a 25pt buy. (Honestly, channelling evil is pretty much the whole point...)

Also, based on how things are going on in the gameplay thread, I think it might work best if you aren't a prisoner.


Male Human
Stats:
2 Investigator | HP 15 | AC 18 | T 14 | FF 14 | CMD 14 | Fort +0 (+2 v. poisons) | Ref +6 | Will +3 | Init +3 | Perc +5 (+6 for traps) | Inspiration 3rd/5
Skills:
(24 rank):Craft(Alc.):+10, Knowledge(Loc, Nat, Acn, Nob, Rel):+8, Splcrft:+9, Lin:+8, Sth:+10, Inti:+9, Per:+5, Blff:+6, Acro:+8, Dis dev:+8, Slght: +9, Dip:+6, Dis:+6.

Thank you Lucetta. Looks like Iacobus will be no help in the coming combat instead of next to no help... Sorry, I thought he could make a DC 10 climb...


Hello Boys!

I got two concepts that can I work with in creating something to help the party.

First one is a cleric that wades into melee, debuffing and debuffing our enemies, while (at later levels) using quick channel to heal the party, damage our enemies.

The other one, is a cleric with a dip into monk (Zen archer) to help the party with some long range support. In that case, channel, would be quickened after level 7 and it would delay the cleric spell progression in one level.

What do you guys think?


HP 32, AC 22, T 12, F 20, CMD 20, Fort +6, Ref +5, Will +5, Init +3, Perc +5

I am not very good at clerics, but Iacobus and I are both melee and I am going for at stable but not overly tanky build. Perhaps some ranged support would be best?


Male Human
Stats:
2 Investigator | HP 15 | AC 18 | T 14 | FF 14 | CMD 14 | Fort +0 (+2 v. poisons) | Ref +6 | Will +3 | Init +3 | Perc +5 (+6 for traps) | Inspiration 3rd/5
Skills:
(24 rank):Craft(Alc.):+10, Knowledge(Loc, Nat, Acn, Nob, Rel):+8, Splcrft:+9, Lin:+8, Sth:+10, Inti:+9, Per:+5, Blff:+6, Acro:+8, Dis dev:+8, Slght: +9, Dip:+6, Dis:+6.

Actually Iacobus would work better, at least until studied strike, at ranged, but we only found longbows which he cannot use... Iacobus is likely to be a switch hitter (studied strike, good dex), general support (works a wand somewhat well), and buff/debuffer (fear his Intimidate!) so either concept would work.


Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot

Ember Thorn:

Being the daughter of the High Priest of Asmodeus has it's privileges. Ember grew up in the lap of luxury, learning all the things a good little girl born of the unnatural love between a man and a fallen angel should. Her father taught her to lie and manipulate and threaten when necessary. He taught her how to hide in plain sight using false identities and mannerisms, how to play people against each other to sew discord among the pathetic sheep, and how to fight hard and mean when necessary. The schools of Talingarde were her training grounds and she was a very apt pupil.
Perhaps it was because Elastil, her mother, had been banished to the abyss when Ember was young that the father was so doting. Whenever she killed a playmate, he'd find another for her. (Her favorites he would even bring back to life, though she learned that they were never the same after that.) Whenever she saw something she wanted, he'd have it stolen for her as soon as he could. When she was a teenager going through an awkward time and was snubbed in public by a boy she liked, her daddy had the boy's family's house burned down. Her father loved her dearly.
Perhaps that is why she became overconfident and self-absorbed enough to think she was untouchable. After being angered by her latest lover, the son of a wealthy duke, she'd assumed that when she cut his heart out and escaped into the night that she would get away free and clear like she always did.
She did not count on the boy's father hiring a diviner and discovering the truth.
When her father heard that Sir Balin himself was seeking her, he was livid. He explained how foolish she had been, and told her she would have to pay the consequences.
Ever the dutiful daughter, Ember traveled far away from her father's church and went on an impressive spree of arson and mayhem to draw Sir Balin away from her father's church. Only he never showed up. She then returned home, to her father love.
She was a good girl.

Crunch

Hp: 1d8 ⇒ 5

I still have to buy some arrows, but I think I'm pretty much done.

Traits: Exalted of the Society
Magical Knack

Channel: 4/day

Feats: Point Blank, Precise Shot(Bonus Monk).

==//==

Also, any advise good advice is welcome. :)


@Ember: Can you fix the permissions so I can see your character sheet?
Thanks.


Male Human
Stats:
2 Investigator | HP 15 | AC 18 | T 14 | FF 14 | CMD 14 | Fort +0 (+2 v. poisons) | Ref +6 | Will +3 | Init +3 | Perc +5 (+6 for traps) | Inspiration 3rd/5
Skills:
(24 rank):Craft(Alc.):+10, Knowledge(Loc, Nat, Acn, Nob, Rel):+8, Splcrft:+9, Lin:+8, Sth:+10, Inti:+9, Per:+5, Blff:+6, Acro:+8, Dis dev:+8, Slght: +9, Dip:+6, Dis:+6.

Actually I had been looking at building a travois... How possible would that be? We have rope and trees (?) and things to cut with.


Should be fine. Going to need some survival rolls to cover the tracks though.


Male Human
Stats:
2 Investigator | HP 15 | AC 18 | T 14 | FF 14 | CMD 14 | Fort +0 (+2 v. poisons) | Ref +6 | Will +3 | Init +3 | Perc +5 (+6 for traps) | Inspiration 3rd/5
Skills:
(24 rank):Craft(Alc.):+10, Knowledge(Loc, Nat, Acn, Nob, Rel):+8, Splcrft:+9, Lin:+8, Sth:+10, Inti:+9, Per:+5, Blff:+6, Acro:+8, Dis dev:+8, Slght: +9, Dip:+6, Dis:+6.

Okay, that may work...


Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot

@Permissions

Fixed!


Male Human
Stats:
2 Investigator | HP 15 | AC 18 | T 14 | FF 14 | CMD 14 | Fort +0 (+2 v. poisons) | Ref +6 | Will +3 | Init +3 | Perc +5 (+6 for traps) | Inspiration 3rd/5
Skills:
(24 rank):Craft(Alc.):+10, Knowledge(Loc, Nat, Acn, Nob, Rel):+8, Splcrft:+9, Lin:+8, Sth:+10, Inti:+9, Per:+5, Blff:+6, Acro:+8, Dis dev:+8, Slght: +9, Dip:+6, Dis:+6.

Just glancing through and had two questions... first, dies silkene ceremonial armor work with monk bonus AC? (If so I have a PFS character who'd love it...) And second, wait still cleric/1 nvm... looks good though.


Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot

The silken I was going to ask the DM about it.

It just cloth, don't have any penalty, don't limit Dex, it make sense it would not intervene with the monk ability, because, it's just cloth.

:D


From my understanding any armour at all invalidates the monk bonuses to prevent any enchantment shenanigans.


Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot

@Silken, Okay! Can I remove the protection it offers and use it as normal clothers? Something like a wizard/sorc robe?

Iacobus the Bastard wrote:
(...)But yes our group has been failing at being evil :P (and part of this was I didn't want to see Grumblejack go, but there was a nice in character reason to save him.... (..)

Hard to keep getting time to do evil things, when your only concern is survival.

Also, it's perfect valid wanting the ogre alive.

He is big, strong, fairly intelligent and fairly easy to manipulate.
Also, he makes a good meat-shield and hitter.


I was just poking fun. When I played through the prison break, my party killed or captured everyone and then burned the place to the ground.

@Ember: Keeping it as clothes is fine.


Female Skinwalker Alchemist 5, hp 43/43, AC 20|T 14|FF 16, F +6|R +8|W +1, Init +4, Perception +10 low-light vision
Skills:
Acrobatics +15, Craft (alchemy) +10, Disable Device +12, Knowledge (nature) +10, Perception +10, Spellcraft +10

Ah now I'd have loved to deposit Blackerly's embezzlement documents on the warden's desk, but sadly having a single CLW potion as the entirety of our healing (plus our accident prone specialist ;p ) meant we had to get out of there asap!

So, let the evil commence ;)


@Iacobus: You're just too tired to notice anything being off (not that it really matters).


HP 32, AC 22, T 12, F 20, CMD 20, Fort +6, Ref +5, Will +5, Init +3, Perc +5

Finally back, just started a new job in another town and that took more time and energy than expected.


Male Human
Stats:
2 Investigator | HP 15 | AC 18 | T 14 | FF 14 | CMD 14 | Fort +0 (+2 v. poisons) | Ref +6 | Will +3 | Init +3 | Perc +5 (+6 for traps) | Inspiration 3rd/5
Skills:
(24 rank):Craft(Alc.):+10, Knowledge(Loc, Nat, Acn, Nob, Rel):+8, Splcrft:+9, Lin:+8, Sth:+10, Inti:+9, Per:+5, Blff:+6, Acro:+8, Dis dev:+8, Slght: +9, Dip:+6, Dis:+6.

Sorry about the slow post, I was wanting to take my time with it, as it was (is) an important character event.


no need to apologize, I just like to know that people are still checking the thread.


You all advance to level 2.


HP 32, AC 22, T 12, F 20, CMD 20, Fort +6, Ref +5, Will +5, Init +3, Perc +5

Updated to level 2

Hp: 1d10 ⇒ 4

Are we still using Villain points?


Female Skinwalker Alchemist 5, hp 43/43, AC 20|T 14|FF 16, F +6|R +8|W +1, Init +4, Perception +10 low-light vision
Skills:
Acrobatics +15, Craft (alchemy) +10, Disable Device +12, Knowledge (nature) +10, Perception +10, Spellcraft +10

HP: 1d6 ⇒ 6

Woot!!

We survived to level up!

Does the happy dance in an evil, evil way ;p

levelled :)


HP is just 1/2 HD +1, no rolling needed.


Male Human
Stats:
2 Investigator | HP 15 | AC 18 | T 14 | FF 14 | CMD 14 | Fort +0 (+2 v. poisons) | Ref +6 | Will +3 | Init +3 | Perc +5 (+6 for traps) | Inspiration 3rd/5
Skills:
(24 rank):Craft(Alc.):+10, Knowledge(Loc, Nat, Acn, Nob, Rel):+8, Splcrft:+9, Lin:+8, Sth:+10, Inti:+9, Per:+5, Blff:+6, Acro:+8, Dis dev:+8, Slght: +9, Dip:+6, Dis:+6.

Do we have to buy spells, and pay to transcribe them into a formula book? I know we don't start with one, but paying to transcribe every spell sounds like a perfect way to hamper wizards and other book based casters...


Anything that you should have gotten for free at 1st level is now available.


Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot

So, our GM just went and *Ninja-Pof-Disappear!* ?


Female Skinwalker Alchemist 5, hp 43/43, AC 20|T 14|FF 16, F +6|R +8|W +1, Init +4, Perception +10 low-light vision
Skills:
Acrobatics +15, Craft (alchemy) +10, Disable Device +12, Knowledge (nature) +10, Perception +10, Spellcraft +10

Due to RL stuff I saw him post on a couple of other campaigns that he had to discontinue, but he hasn't posted here yet officially... :s


Sorry guys. Still around.

Will be keeping this one going. Hopefully will have something for you soon.


Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot

Hey DM!

Due to some personal stuff, I don’t think I’ll be able to cope in a decent manner with the game next week. I don’t want to spoil anybody fun, so I’m taking a short break, from computer and stuff, I won’t be able to post next week. I’ll be back November – 10.
Please, bot me as you see fit, and I apologize the short notice.

Thank you for you understanding.


No worries. Thanks for the heads up.


Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot

I'm back, thanks for you patience. :)


Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot

Can I open hidden doors without disable device?

I've always thought that finding it, and opening it were two complete different things, the latter requiring a disable device check.

:D


Male Human
Stats:
2 Investigator | HP 15 | AC 18 | T 14 | FF 14 | CMD 14 | Fort +0 (+2 v. poisons) | Ref +6 | Will +3 | Init +3 | Perc +5 (+6 for traps) | Inspiration 3rd/5
Skills:
(24 rank):Craft(Alc.):+10, Knowledge(Loc, Nat, Acn, Nob, Rel):+8, Splcrft:+9, Lin:+8, Sth:+10, Inti:+9, Per:+5, Blff:+6, Acro:+8, Dis dev:+8, Slght: +9, Dip:+6, Dis:+6.

Just discovered that the feat progression I had been planning on for Iacobus, weapon focus sickle and then slashing grace, would not have actually worked for a sickle..... So instead he will probably start using a much less flavorful rapier, and take a level of inspired blade swashbuckler and have fencing grace next level. Sigh, it will slow down investigator progression some, but frees up a feat and gives some options in combat.

Luckily I have yet to completely finalize purchases. Hopefully getting a rapier instead of the second sickle, the cold iron one and the formula book (should come free with first level and have a way to explain it in character) proves to be no problem.
I will gladly take a look at that pit trap...


Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot
GM Fanguar wrote:
That's what the mold want you to think....

Yeah, I know.

But Ember is a bit dumb. :D


Female Skinwalker Alchemist 5, hp 43/43, AC 20|T 14|FF 16, F +6|R +8|W +1, Init +4, Perception +10 low-light vision
Skills:
Acrobatics +15, Craft (alchemy) +10, Disable Device +12, Knowledge (nature) +10, Perception +10, Spellcraft +10

Actually Ember that sounds about right, there's not been enough evil in our evil party thus far, so nice to see someone thinking outside the box and doing what an evil person might do!


Male Human
Stats:
2 Investigator | HP 15 | AC 18 | T 14 | FF 14 | CMD 14 | Fort +0 (+2 v. poisons) | Ref +6 | Will +3 | Init +3 | Perc +5 (+6 for traps) | Inspiration 3rd/5
Skills:
(24 rank):Craft(Alc.):+10, Knowledge(Loc, Nat, Acn, Nob, Rel):+8, Splcrft:+9, Lin:+8, Sth:+10, Inti:+9, Per:+5, Blff:+6, Acro:+8, Dis dev:+8, Slght: +9, Dip:+6, Dis:+6.

I concur. Nice Evil use of resources there.


Female Skinwalker Alchemist 5, hp 43/43, AC 20|T 14|FF 16, F +6|R +8|W +1, Init +4, Perception +10 low-light vision
Skills:
Acrobatics +15, Craft (alchemy) +10, Disable Device +12, Knowledge (nature) +10, Perception +10, Spellcraft +10

Merry Christmas!

Lucetta wishes you and your minions loved ones a wonderful festive holiday, wherever you are I hope you're having a good time :)


Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot

Happy holidays for you all!

May the dice always roll in your favor. :)


not gonna lie, this fight is really tough without fire damage (or magic damage in general). I'll just say that the commissary has alchemist fire available for purchase, if you still have $$$.

You could probably figure out another way to deal with it, but you could die pretty fast if you aren;t careful.


Male Human
Stats:
2 Investigator | HP 15 | AC 18 | T 14 | FF 14 | CMD 14 | Fort +0 (+2 v. poisons) | Ref +6 | Will +3 | Init +3 | Perc +5 (+6 for traps) | Inspiration 3rd/5
Skills:
(24 rank):Craft(Alc.):+10, Knowledge(Loc, Nat, Acn, Nob, Rel):+8, Splcrft:+9, Lin:+8, Sth:+10, Inti:+9, Per:+5, Blff:+6, Acro:+8, Dis dev:+8, Slght: +9, Dip:+6, Dis:+6.

I bought the ingredients for the stuff, I just didn't have the bloody week it takes to make one... Edit: but looking at the crafting rules and if Iacobus made the DC of 20 (succeeds on a 7) he would make it in half the time... a 17 or more and he could do it in 1/3rd the time. Would he have enough time to make one (if he succeeded) and, out of curiosity, how would inspiration interact with crafting? Can he use it and does it take a use each day of crafting?
Just in case he had time: 1d20 + 13 ⇒ (20) + 13 = 33
Edit:Edit:...and that would be two and some days. Possibly shorter with inspiration.


Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot

For all, happy holiday :)

I'll be MIA until january, 5.


Male Human
Stats:
2 Investigator | HP 15 | AC 18 | T 14 | FF 14 | CMD 14 | Fort +0 (+2 v. poisons) | Ref +6 | Will +3 | Init +3 | Perc +5 (+6 for traps) | Inspiration 3rd/5
Skills:
(24 rank):Craft(Alc.):+10, Knowledge(Loc, Nat, Acn, Nob, Rel):+8, Splcrft:+9, Lin:+8, Sth:+10, Inti:+9, Per:+5, Blff:+6, Acro:+8, Dis dev:+8, Slght: +9, Dip:+6, Dis:+6.

Been doing a bit of planning for Iacobus and was trying to decide what he should work on. He will be an effective skill character as long as I don't do anything stupid (18 levels of fighter), but the investigator has the potential to do that and more, especially if you are careful. Do we need someone who is an aid to the the party, handing out personal range spells like candy or aiding (at a +3-4 later) all the time? Someone who debuffs the enemy, Intimidating and/or throwing other conditions on ths enemy? Or would a second damage focused melee person be worth it, with a possible focus on criticals?

It's not terribly important for next level, because he's likely to take a level in inspired blade just so he can hold his own in combat if needed...

Finally, I never did ask but, DM Fanguar, is crafting an option and are we likely to ever have time for it?


This is a pretty crafting friendly AP, so craft away.


Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot

Hey there! There’s a big system delivery planned for next week for our company branch in India, a Project I’ve been struggling with for a couple of months now.

Alongside with that, we are moving an entire project from testing to Live servers, and I’m the one responsible to help with this transition and solve any issue that may (and believe me, will) appear with it.

I still have some things to finish before we are ready to do this, and I’m sure I don’t want to be the one blamed for any delays, and thus because of that, things may get a bit tricky for the next weeks, coupled with university terms starting as well next week.

Anyway, I’ll try to keep posting to at least 1/day. However, if you don’t hear from me for a day or two, I blame the events that I described above.


HP 32, AC 22, T 12, F 20, CMD 20, Fort +6, Ref +5, Will +5, Init +3, Perc +5

Iacobus I think AC would be the better option here, I can improve my chances to hit by laying of two-weapon fighting and power attack.

This advantage is it from 5th edition D&D?


Male Human
Stats:
2 Investigator | HP 15 | AC 18 | T 14 | FF 14 | CMD 14 | Fort +0 (+2 v. poisons) | Ref +6 | Will +3 | Init +3 | Perc +5 (+6 for traps) | Inspiration 3rd/5
Skills:
(24 rank):Craft(Alc.):+10, Knowledge(Loc, Nat, Acn, Nob, Rel):+8, Splcrft:+9, Lin:+8, Sth:+10, Inti:+9, Per:+5, Blff:+6, Acro:+8, Dis dev:+8, Slght: +9, Dip:+6, Dis:+6.

Yup but we are using it in place of flanking, I think. Means we have to be careful with large hordes of enemies.


HP 32, AC 22, T 12, F 20, CMD 20, Fort +6, Ref +5, Will +5, Init +3, Perc +5

Where are we in the initiative?


Male Human
Stats:
2 Investigator | HP 15 | AC 18 | T 14 | FF 14 | CMD 14 | Fort +0 (+2 v. poisons) | Ref +6 | Will +3 | Init +3 | Perc +5 (+6 for traps) | Inspiration 3rd/5
Skills:
(24 rank):Craft(Alc.):+10, Knowledge(Loc, Nat, Acn, Nob, Rel):+8, Splcrft:+9, Lin:+8, Sth:+10, Inti:+9, Per:+5, Blff:+6, Acro:+8, Dis dev:+8, Slght: +9, Dip:+6, Dis:+6.

I think it's just Ember's turn left.

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