Strike the Earth: Histories of Greed and Determination

Game Master djdust

A Dwarf Fortress Inspired Kingdom Building Campaign

Campaign Reference
Campaign Map
Battle Maps
Party Inventory


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Info | Battle Maps

Hey folks, remember to update your aliases and your stat line as well.


Male Dwarf Brawler (constructed pugilist, steel-breaker, winding path renegade) 3
GM_Armok wrote:

That seems like a bug in the herolab software. I don’t think the creators of the Feat Tax rules meant them to be interpreted that way. They basically just award the kind of feats most people are going to take anyways for free.

I’d say since Pummeling Style seems to be specifically meant for brawlers and monks, that you should be able to take it... at BAB +6. A steel fist is still a fist. And wow, that’s a pretty awesome feat now that I read it. DR can be super frustrating with iterative attacks, just ask my TWF Slayer.

I had understood the BAB requirement to be a either/or; you need Flurry or Blows, Brawlers Flurry, or BAB+6. Hence the semi-colon after IUS but not after BAB. But that’s fine, I can take it later.


Info | Battle Maps

No, you're right Hezekh. Yeah i missed the semicolon and the or.

My apologies, its been a mentally exhausting week at work.


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 3 | HP: 29/30 | AC: 16 (10 Tch, 15 Fl) | CMB: +5, CMD: 14 | F: +8, R: +1, W: +8 | Init: +5 | Perc: +9, SM: +10 | Speed 20ft | Judgement: 0/1 | Spells: 1st 3/4| Determination: 2/2 per Day |Active conditions: Divine favour, Judgement: justice, Bless

Inquisitor (Exarch, Preacher) Level 3

FCB: Add +½ to the inquisitor’s level for the purpose of determining the effects of one type of judgment.

Effective Justice judgement level now: 4 (3+1)

ABP: Resistance +1

+8 HP -> 30

+1 BAB
+1 Ref

Skills:
Intimidate
Knowledge History
Knowledge Religion
Perception
Sense Motive
Swim

Background skills:
Craft (Sculpture)
Knowledge Nobility

Feat:
L3: Weapon Focus (hammers)

Spell Slots:

1st level - 4/day

Known:

0: Guidance
1: Divine Favour

Determination (Ex) - 2/Day

At 3rd level, the preacher is a person of few words on the battlefield, but those words hold great power and authority. Once per day, the inquisitor can use this ability to create one of the following effects. Each is a free action to use.

Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll.

Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses.

Warning: When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.

Whenever the preacher could select a bonus teamwork feat (at 3rd, 6th, 9th, 12th, 15th, and 18th level), she can instead choose to increase her number of uses per day of this ability by one.

This ability replaces solo tactics.


Male Gnome Bard 3 Armor Class 17, T 13, FF15 | Hit Points 24/24 | Saves: F +3, R +5, W +4, +2 vs illusions | Init +2 | Perc +8

I think....I updated it all correctly. I'll double check it later against my HeroLabs. But it should be correct.


Male Dwarf Brawler (constructed pugilist, steel-breaker, winding path renegade) 3

+7 HP (6/10+FCB)
+1 Resistance Bonus to Saves
+1 Knowledge (Dungeoneering)
+1 Knowledge (Local)
+1 Perception
+1 Sense Motive
+1 Acrobatics
+1 Profession (Weaponsmith)
+1 Craft (Weapons)
Pummeling Style
+1 BAB
+1 Will Saves
Sunder Training: +2 to Sunder, +2 to CMD to resist Sunder


Male Dwarf GeoKineticist 3 Armor Class 17, T 13, FF14 | Hit Points 32 | Saves: F +8, R +7, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +3 | Perc +9/+11 stonework, Sense Motive +8

Glor takes a 3rd level of Kineticist.

His BAB goes up by 1 to 2.

His Will Save increase by 1.

He gains a total of 10 HP and is well on his way to being an HP monster. :)

He gains Elemental Overflow and the Kinetic Blade ability.

For his feat he takes Steel Soul, making him more resistant to Magic.

He gains a total of 6 skill points and puts them in:
Acrobatics
Intimidation
Perception
Profession Engineer
Profession Minor
Sense Motive


Male Dwarf GeoKineticist 3 Armor Class 17, T 13, FF14 | Hit Points 32 | Saves: F +8, R +7, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +3 | Perc +9/+11 stonework, Sense Motive +8

Quick Question - when I reviewed my Herolab sheet it says Glor has Eyes of the Eagle. I think that must be a hold over from a previous life of this character. I do not recall such an item. That is correct, isn't it?


HP 29/29, AC 17, Fort +6, Dex +5, Will +1, Bombs 6/6, Mutagen 1/1

I'm traveling until the 27th. Probably won't have time to post much.


Male Dwarf Brawler (constructed pugilist, steel-breaker, winding path renegade) 3

I could use the Ring of Protection. My AC ain't great. I'll also take a CLW potion. We should probably distribute those between the frontliners. Unless Toulbe or Adu are planning on standing up a gnomish militia, we don't have a lot of use for the small gear.

Edit: Hang on though, doesn't ABP eliminate stat-booting items like the Ring?


Info | Battle Maps

I don't think it eliminates them from the game, rather, it makes them feel obsolete so that players feel free to use more exotic items.


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 3 | HP: 29/30 | AC: 16 (10 Tch, 15 Fl) | CMB: +5, CMD: 14 | F: +8, R: +1, W: +8 | Init: +5 | Perc: +9, SM: +10 | Speed 20ft | Judgement: 0/1 | Spells: 1st 3/4| Determination: 2/2 per Day |Active conditions: Divine favour, Judgement: justice, Bless

The only direct reference to magic items is magic weapons and armour.


Info | Battle Maps

Ok, i see a single line that states "Items that only grant bonuses to AC, saving throws, and ability scores don’t exist in this variant". So, my mistake, but guess what, the pathfinder police wont come shut our game down. Keep the ring, at lvl 5 it will be made obsolete.


Info | Battle Maps

But man, that eliminates all the cheap items. What am i supposed to reward you with?!


Male Dwarf GeoKineticist 3 Armor Class 17, T 13, FF14 | Hit Points 32 | Saves: F +8, R +7, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +3 | Perc +9/+11 stonework, Sense Motive +8

A ring of feather fall? Swimming? Etc. Lots of cheap rings. :)

That is half the point of these rules, you no longer feel you have to wear the optimal stuff (for stat boosts and AC and resistance) so you can wear more "fun" things.


Female Gnome Oracle 3 | HP 23/24 | AC: 19 (T: 13, can't be FF)| Saves (+2 vs illusions): F:+4, R:+4, W:+3 | BAB: +2, CMB: +0, CMD: +12, | Init: +6 | Perc. +6, SM +8 | Spells: (1st) 6/6

Adu doesn't need any of the equipment, but she'll take the scrolls and the electrum scroll case. (With the possible exception of the Scroll of Expeditous Retreat, a spell that's not on her list and so which might be better suited to Toulbe.)

She'll also hang onto the following unless someone else wants them:

Alchemical Glue
Alkali Flask (2)
Oil of Magic Weapon
Potion of Jump

I'm not sure what the coins are. Just old coins which might fetch some sale value?


Male Dwarf GeoKineticist 3 Armor Class 17, T 13, FF14 | Hit Points 32 | Saves: F +8, R +7, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +3 | Perc +9/+11 stonework, Sense Motive +8

That brings up an interesting point. I am all for handing out items to folks who need them, especially since selling items and buying what we want is sorta impossible. But its also nice to have some balance of character wealth in mind, at least in the backs of our minds. Any thoughts on this?

Edit: It looks like our GM has provided us a way to buy and sell after all. :) And it looks like there are 8 potions of cure light all together so I recommend we all carry at least one. That way we have them if we need them including if someone falls and we have to force feed them one.


Info | Battle Maps

You are all above wbl at the moment, but once you venture forth into the wilderness, that should begin to balance out. Sankest will be your last chance to liquify your assets and stock up for the days ahead for a good while. Keep in mind that establishing your fortress, when the time comes, will be a pretty hefty money sink.

I'll have Sankest's inventory soon. Taking requests!

Ah, and the 'coin' entries refer to a specific amount of coin found on dead goblins and the like. The exact amount is tracked on speeadsheet.


Info | Battle Maps

Ok, from the issues raised in this conversation, I've found two discrepancies in the loot! The +1 Breastplate taken from the altar guardian is now a Light Fortification Breastplate. Also the cursed breastplate found in Ordrick's quarters is now a Defiant Breastplate against 1d100 ⇒ 21 Dragons! (Still cursed)


Info | Battle Maps

Now I've discovered a big mistake on my part. When I added Adu to the loot sheet, I replaced Boomer, not Gunnar. Gunnar's wealth was skewed high with his adamantine warhammer, which btw someone should probably want to claim.

Boomer, is your equipment list under your alias up to date?


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 3 | HP: 29/30 | AC: 16 (10 Tch, 15 Fl) | CMB: +5, CMD: 14 | F: +8, R: +1, W: +8 | Init: +5 | Perc: +9, SM: +10 | Speed 20ft | Judgement: 0/1 | Spells: 1st 3/4| Determination: 2/2 per Day |Active conditions: Divine favour, Judgement: justice, Bless

I'm also game for party members taking appropriate items. Better to use the stuff!

I will say that someone wants to get rid of an item they're carrying, it should go back into the group pile.

Did we ever figure out the nature of the curse on that defiant breastplate?


Info | Battle Maps
Goggeck Ghack wrote:
Did we ever figure out the nature of the curse on that defiant breastplate?

Nope.


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 3 | HP: 29/30 | AC: 16 (10 Tch, 15 Fl) | CMB: +5, CMD: 14 | F: +8, R: +1, W: +8 | Init: +5 | Perc: +9, SM: +10 | Speed 20ft | Judgement: 0/1 | Spells: 1st 3/4| Determination: 2/2 per Day |Active conditions: Divine favour, Judgement: justice, Bless

Well, do we have a way of doing so?


Info | Battle Maps

DC 18 Spellcraft:

Upon further inspection into the aura of this breastplate, the curse is found to be evil in design. Whoever wears this breastplate must make a DC 13 Will save every day or their alignment shifts one step toward evil.


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 3 | HP: 29/30 | AC: 16 (10 Tch, 15 Fl) | CMB: +5, CMD: 14 | F: +8, R: +1, W: +8 | Init: +5 | Perc: +9, SM: +10 | Speed 20ft | Judgement: 0/1 | Spells: 1st 3/4| Determination: 2/2 per Day |Active conditions: Divine favour, Judgement: justice, Bless

Fair!

Any takers?

Goggeck lacks Spellcraft...


Female Gnome Oracle 3 | HP 23/24 | AC: 19 (T: 13, can't be FF)| Saves (+2 vs illusions): F:+4, R:+4, W:+3 | BAB: +2, CMB: +0, CMD: +12, | Init: +6 | Perc. +6, SM +8 | Spells: (1st) 6/6

I'll assume Adu ran into this breastplate at some point during her inventory...

Spellcraft: 1d20 + 6 ⇒ (16) + 6 = 22

...and knows exactly what it is! She'll share this information, so feel free to look at the spoiler.

(She recommends throwing it into a handy volcano.)


Info | Battle Maps

Inventory doc updated. There were more CLW potions in there, so now everyone has 1 and Urist has 5.

You have two wagons, so even if there's something you wish to keep on the wagon for backup or whatever, make sure it gets claimed.


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 3 | HP: 29/30 | AC: 16 (10 Tch, 15 Fl) | CMB: +5, CMD: 14 | F: +8, R: +1, W: +8 | Init: +5 | Perc: +9, SM: +10 | Speed 20ft | Judgement: 0/1 | Spells: 1st 3/4| Determination: 2/2 per Day |Active conditions: Divine favour, Judgement: justice, Bless

Being dwarves, and having at least one devout dwarf on hand, would we know if the dwarven churches would take the cursed item, even at a discount? If only to keep it out of the hands of the wicked?

Some gold is better than no gold!


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 3 | HP: 29/30 | AC: 16 (10 Tch, 15 Fl) | CMB: +5, CMD: 14 | F: +8, R: +1, W: +8 | Init: +5 | Perc: +9, SM: +10 | Speed 20ft | Judgement: 0/1 | Spells: 1st 3/4| Determination: 2/2 per Day |Active conditions: Divine favour, Judgement: justice, Bless

Goggeck would like to claim the Light Fortification Breastplate and will hand his chainmail back to the group stash.

How would you like us to mark group stuff we're keeping?

I suggest that we keep the following items at least:

Portable Artificer's Lab

Unguent of Revivication

Healy Myrrh

Masterwork Adamantine Warhammer


Info | Battle Maps

On the spreadsheet you can mark the item by selecting the cell and painting it green. Or just list the items here and I'll take care of it.

You could be dishonest and sell the breastplate as is...

Or perhaps sending it back to Taggoret with higher level priests is a good way of removing the curse.

Or hold onto it until you can remove the curse yourselves.


Info | Battle Maps

I moved Gunnar's gear to the group column. Theres a healers kit in there as well as some other things that might be useful. Also, i think youd want to keep the Ancient Tome, as thats basically a free feat for any one person who qualifies (i think Goggeck and Hezekh are our contenders here).


Male Dwarf GeoKineticist 3 Armor Class 17, T 13, FF14 | Hit Points 32 | Saves: F +8, R +7, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +3 | Perc +9/+11 stonework, Sense Motive +8

Hmm. I seem to recall putting in a claim in that tomb as well. Now that its mentioned again I am thinking Glor had it. Or am I miss-remembering?

Edit. Yep. I went back and looked. After discussion with Goggeck Glor had claimed the tomb.

Glor Stonebeard wrote:
Then I shall claim this manual Goggeck and defer to you on the next such tome.


Info | Battle Maps

Good thing you remembered! It'll take a weeks study to gain the feat, which begs the question, how much downtime do you wish to spend before finishing off the dungeon?

Urist may wish to craft something?


Male Dwarf GeoKineticist 3 Armor Class 17, T 13, FF14 | Hit Points 32 | Saves: F +8, R +7, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +3 | Perc +9/+11 stonework, Sense Motive +8

A week? :)


Female Gnome Oracle 3 | HP 23/24 | AC: 19 (T: 13, can't be FF)| Saves (+2 vs illusions): F:+4, R:+4, W:+3 | BAB: +2, CMB: +0, CMD: +12, | Init: +6 | Perc. +6, SM +8 | Spells: (1st) 6/6

I marked some of Gunnar's stuff in green, (rope, healer's kit, other stuff that seemed generally useful).

We could stick around a week. Gives Glor time to learn his feat, Urist time to make use of that Portable Artificer's Lab, and the rest of us time to help the migrants get set up.

Adu likes downtime. Downtime means time spent talking to people instead of having sharp pointy things swung at your face :)


Male Dwarf GeoKineticist 3 Armor Class 17, T 13, FF14 | Hit Points 32 | Saves: F +8, R +7, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +3 | Perc +9/+11 stonework, Sense Motive +8

I figure it will take at least a weak to get our new home cleaned up, the dead put back to rest, and the place secured. That does not include exploring out either the front or back doors. I'd think we would want to do both for a few miles.


Spiritualist 3 | AC 13 T 11 FF 12 | HP 27/27 | F +6 R +2 W +7 | Init +1 | Perc +4
Pet Stats:
Pet AC 15 T 11 FF 14 | Pet HP 19/19 | Pet F +4 R +2 W +3 | Pet Init +1 | Pet Perc +5

A week seems perfectly fine. Plenty of time to get ourselves situated.

As mentioned in the game proper, Urist would like to ensure healing potions for the party and pick up the portable crafting station and the alkali flasks. I may have to load up on the alchemical stuff down the road, since Urist is pretty lacking in a decent 'not casting' action in combat!

As for crafting, if the party doesn't mind I'd like to churn out an All-Tools Vest to start out. Between Urist's low level, so-so spellcraft modifier, and limited access, I'd like to at least deal with that -5 spellcraft penalty from using the portable crafting station's minimalist tools. Also... I suppose this only works if the GM is generous and allows spellcraft to count as a "craft" skill.

I am 100% open to alternative suggestions from the group as long as they can be done with my net +12 spellcraft modifier when taking 10.

Also, apologies for going MIA for that past week. Sleep schedule's been a bit mucked up during the past few days and it's draining my focus and motivation.


Info | Battle Maps

Healing potions have been doled out, Urist has 5 in his possesion. Adu claimed the alkali flask, but you'll be able to purchase some more soon.

You'll need a scroll of Summon Instrument, i wonder if Sankest has one.

The trade deal will be posted in gameplay this afternoon. Last chance to weigh in, Toulbe and Boomer!

Get some rest Urist!


Male Dwarf GeoKineticist 3 Armor Class 17, T 13, FF14 | Hit Points 32 | Saves: F +8, R +7, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +3 | Perc +9/+11 stonework, Sense Motive +8

What I might ask for will depend on how we handle treasure splits. Right now I cannot afford anything, even at the crafted half price. :) And it will require some thought and even a little research as the usual +1 cloak is off the table.


Female Gnome Oracle 3 | HP 23/24 | AC: 19 (T: 13, can't be FF)| Saves (+2 vs illusions): F:+4, R:+4, W:+3 | BAB: +2, CMB: +0, CMD: +12, | Init: +6 | Perc. +6, SM +8 | Spells: (1st) 6/6

Urist, I'm fine with you taking the alkali flasks, or with us splitting them.

As for how we handle treasure splits, I'm a fan of just giving stuff to people that want/can use it while splitting everything else equally. Yes, maybe one person ends up with the lion's share of the loot, but presumably all that loot is making the party as a whole stronger. Team effort and all that jazz. (Plus it's the easiest option. I like easy.)

Since the handy spreadsheet tracks how much 'wealth' each character has, we can use that to resolve conflicts when multiple people want the same item. Lowest total wealth gets it.


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 3 | HP: 29/30 | AC: 16 (10 Tch, 15 Fl) | CMB: +5, CMD: 14 | F: +8, R: +1, W: +8 | Init: +5 | Perc: +9, SM: +10 | Speed 20ft | Judgement: 0/1 | Spells: 1st 3/4| Determination: 2/2 per Day |Active conditions: Divine favour, Judgement: justice, Bless

I am in agreement with Adu. Good gear should be used.


Info | Battle Maps

I like Adu’s plan too. Sounds easy and fair.

A note about WBL: I’m working off of the group total and the group average. I recognize that the distribution won’t always be equal, but I also recognize that the disparities will shift over the course of the campaign. Right now, one PC may be ahead of the curve, but next level they may fall behind. It all depends on the course of the adventure and what the dice randomly generate. And things won’t always be exact. I view the benchmarks set by the Rulebook as ballparks, figures to shoot for, but not to expect to hit exactly. Like a game of horseshoes. Or handgrenades. Boomer knows what I’m talking about.

A note about treasure: I try for verisimilitude. So treasure is gonna be more object oriented than straight up piles of gold pieces, and until you set up your kingdom, opportunities to liquidate your wealth will be sparse. And since this is a Dwarf Fortress based adventure, you gotta dig deeper to get to the good stuff. But don’t dig too deep!

But yeah, back to the shopping spree!


Spiritualist 3 | AC 13 T 11 FF 12 | HP 27/27 | F +6 R +2 W +7 | Init +1 | Perc +4
Pet Stats:
Pet AC 15 T 11 FF 14 | Pet HP 19/19 | Pet F +4 R +2 W +3 | Pet Init +1 | Pet Perc +5
GM_Armok wrote:
You'll need a scroll of Summon Instrument, i wonder if Sankest has one.

Actually, Urist can eat a -5 penalty to bypass the prerequisite spell to make the item. As seen here.

Since he's a spontaneous caster with the limited spell list that comes with it, this -5 is pretty much going to be a fact of life for his career.


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 3 | HP: 29/30 | AC: 16 (10 Tch, 15 Fl) | CMB: +5, CMD: 14 | F: +8, R: +1, W: +8 | Init: +5 | Perc: +9, SM: +10 | Speed 20ft | Judgement: 0/1 | Spells: 1st 3/4| Determination: 2/2 per Day |Active conditions: Divine favour, Judgement: justice, Bless

I have a cold, so my posting *might* be interrupted this week. Just a heads up.


HP 29/29, AC 17, Fort +6, Dex +5, Will +1, Bombs 6/6, Mutagen 1/1
GM_Armok wrote:
Boomer, is your equipment list under your alias up to date?

Not sure. I'll do a full audit when I finally do this level up. Life is madness lately and I haven't had the time or brainpower to work the numbers or check the game.

I'll have time later tonight or tomorrow. Unfortunately, life is likely to remain unpredictable through the end of august, so if my attendance is spotty that's why.

As for now, assume Boomer is spending every waking moment crafting.


Info | Battle Maps
Boomer Bellowpiper wrote:
Life is madness lately and I haven't had the time or brainpower...

This seems to be going around. I know I’m feeling it.

I want to get everyone’s final input on the shopping list before moving things along.


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 3 | HP: 29/30 | AC: 16 (10 Tch, 15 Fl) | CMB: +5, CMD: 14 | F: +8, R: +1, W: +8 | Init: +5 | Perc: +9, SM: +10 | Speed 20ft | Judgement: 0/1 | Spells: 1st 3/4| Determination: 2/2 per Day |Active conditions: Divine favour, Judgement: justice, Bless

Fine by me.


HP 29/29, AC 17, Fort +6, Dex +5, Will +1, Bombs 6/6, Mutagen 1/1

finally found the time to level up Boomer.

Picked up Precise Shot, Swift Alchemy, and formulae for Shield and Ant Haul.

Catching up in game now.


Male Gnome Bard 3 Armor Class 17, T 13, FF15 | Hit Points 24/24 | Saves: F +3, R +5, W +4, +2 vs illusions | Init +2 | Perc +8

Don't worry bout the cost for the Alarm and animate rope, I already caught em myself! If you explain to Toulbe your plans though, he'll gladly hand them over.


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 3 | HP: 29/30 | AC: 16 (10 Tch, 15 Fl) | CMB: +5, CMD: 14 | F: +8, R: +1, W: +8 | Init: +5 | Perc: +9, SM: +10 | Speed 20ft | Judgement: 0/1 | Spells: 1st 3/4| Determination: 2/2 per Day |Active conditions: Divine favour, Judgement: justice, Bless

My posting may be patchy this weekend. I doubt I'll get to post tomorrow.

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