Tales of the Nalbrin (Table 1)

Game Master sarpadian

Regional Map

Tactical Map

Initiative:

Odirin
Arvanon
Griff
Ihro
Thondain
Gunnar
Enemy


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This is the thread for OOC discussion. Please check in, and start rounding yourselves out as a party. While combat will certainly be an important facet of this campaign, it is also important for you to mesh as a team outside of combat, so make sure you choose your skill ranks and languages wisely.
In particular, Knowledge skills are going to be very important, both in regard to combat and otherwise. Outside of combat, Knowledge (geography) is how you make sure you're heading towards your destination. In combat, I make no warranties that everything you run across will be of an appropriate CR. Sometimes you may run across something that's way out of your league, so it behooves you to be able to make monster knowledge checks before deciding to engage a particular foe. When you make a monster knowledge check, in addition to the information you earn about the creature, I will also give you some indication of the relative strength of an average specimen (i.e. the Bestiary entry) and yourselves. Use this information to decide whether you want to fight or not :).
If you have other questions, feel free to ask.


dwarf monk 1/slayer 1 HPs: 18/21 - AC: 20|16|16 - For:+6 | Ref:+8 | Wil:+4 - Per:+7 (+1 ST, +2 stonework) Init:+3

Dot! :) Pleased to be here.


Male Dwarf Monk 1/Fighter 1

Checking in.


Male Dwarf Forgemaster (Cleric) 2 | AC 19 T 12 FF 17 | HP 20/20 | F +5 R +1 W +6 | Init +1 | Perc +9

Dotted.


Male Dwarf Forgemaster (Cleric) 2 | AC 19 T 12 FF 17 | HP 20/20 | F +5 R +1 W +6 | Init +1 | Perc +9

I've done a breakdown of the knowledge skills and we've got a couple gaps and some overlaps. Looks like most of us are historians, but we have no coverage in Planes or Local nor Nobility (not sure how useful it will be).

I get Planes as a class skill so I can switch from History to Planes. I think Thondain is the only one who gets Local as a class skill.

Anyone have any other thoughts on this?

Arcana : O
Dungeoneering : O, T
Engineering : O
Geography : T
History : GE, GH, O, T
Local :
Nature : A
Nobility :
Planes :
Religion : GE, GH

A=Arvanon Vanach
GE=Griff Earthminer
GH=Gunnar Hammersmith
I=Ihro
O=Odirin Mithrilrasp
T=Thondain Bokreran


dwarf monk 1/slayer 1 HPs: 18/21 - AC: 20|16|16 - For:+6 | Ref:+8 | Wil:+4 - Per:+7 (+1 ST, +2 stonework) Init:+3

Nice work, Gunnar! I can switch a rank from Escape Artist to K:local.


Reporting in, and greetings to all.

I can switch a rank to Knowledge (Planes). I was planning on picking it up at level 3, anyway, so I'll lower Spellcraft by 1 and invest in Planes. Also need to choose my first level spells. As a monk/sorcerer and getting Sorcerous Strike as a bonus feat, I was considering focusing in touch spells and delivering them via unarmed strikes, but it looks like the rest of the party is quite melee heavy, so I'll stick with range (goes better with my stat spread anyway). I usually don't like playing straight up blasters just because it's a bit overdone to me, so are there any requests? Buff, debuff, control? Might look into getting into some transmutation spells to shape terrain and what not to our advantage. My bloodline spells are pretty non-offensive, but provide good utility.

(I don't know about anyone else, but I'm not much of an optimizer; I didn't take up any archetypes, leaving me with flurry of blows and stunning fist, and have sorcerous strike, all melee-based things, with no plan to do melee, 10 strength and all), so most of that I am just going to use as extra options if I do get caught in melee, etc. I kind of just like to play how I play, letting my character's progression evolve naturally).

For the DM, any word on downtime possibilities in the game? Just wondering if item creation feats would be worth taking or not.


Male Dwarf Forgemaster (Cleric) 2 | AC 19 T 12 FF 17 | HP 20/20 | F +5 R +1 W +6 | Init +1 | Perc +9

Thanks Thondain.

Odirin, you might want to keep Spellcraft where it is as I think you are the only one with it. Also, Knowledge Planes is a class skill for me and my Int bonus isn't much lower than yours.

My arcane casters usually try to have 1 ranged, 1 aoe, and 1 touch per spell level. Of course I tend toward blasters myself and the sorcerer doesn't get to know many spells. I love magic missile (no roll to hit). Burning hands is a good, oh crap they got close spell, though color spray I think has a better chance to take them out of the fight, if it doesn't they are still at full HP. I might recommend Enlarge Person as it's nice to make your melee combatants bigger so they hit harder. Also it synergizes nicely with the Lead Blades I can cast, though that is personal.

My archetype gives me create magic arms and armor at 5th level so I hope there will be some crafting time as I've also invested in some craft skills.

There's my 2 cents.


M Dwarf Maneuver Master Monk 1/ Stonelord Paladin1 AC 17 T 13 FF 16 | HP 24/24 | F +7 R +3 W +6 | Init +2 | Perc +7 Myhweaver sheet

Hello hello hello.

Checking in, I was a little surprised you let me in on such short notice @GM Sarpadian.

@Gunnar Hammersmith I will put a rank from history into Nobility. I will be picking us snake style at 3rd, so I wont have the skill ranks to follow up. I plan on spending my 4 skill ranks in Diplomacy, Perception, Religion, and Sense motive. Of those I'm willing to change religion and Diplomacy if someone can do them better.

Any other character criticism before we begin?


Male Dwarf Monk 1/Fighter 1

Yeah...I can kill stuff.


Male Dwarf Monk 1/Ranger 1

I am here your Archer and semi decent tracker.


Knowledge (nobility) won't be as important as the others. Spellcraft will be useful as well, so you may not want to rob Peter to pay Paul. There won't be much downtime early on, but after the first mission the item creation feats should be useful.


@ Gunnar: fair enough with the skills. I'll keep Spellcraft at 2. I did pick up Enlarge Person - with so many melee fighters it will definitely be well-used. I got ear piercing scream as my second - kind of a middle ground between damage and utility, I suppose.


Male Dwarf Monk 1/Ranger 1

Why enlarge the melee people when you could enlarge the archer, that gives me a range bonus because I'm firing from farther up right?


Male Dwarf Forgemaster (Cleric) 2 | AC 19 T 12 FF 17 | HP 20/20 | F +5 R +1 W +6 | Init +1 | Perc +9

Ok, I've update my character sheet so I should be complete now.

Any comments or corrections are welcome.


Thondain wrote:
Dot

Your Bluff modifier should be -1 (+0 with studied target), and kukris are slashing weapons. You also get a bonus language.

Ihro wrote:
Checking in.

Your HP should be 23 (you don't get a favored class benefit for your monk level). Unless I'm missing something, you forgot the TWF penalties in your attack line. Also, quarterstaves are two-handed weapons, so your damage should be d6+6. Finally, you need to buy arrows and adventuring gear.

Gunnar Hammersmith wrote:
Dotted.

I'm coming up with a Fort save of +5. You get another bonus language. Double check your math for gear: I have your remainder being 17 gp, 7 sp.

Odirin Mithrilrasp wrote:
Reporting in

Assuming enlarge person and ear-piercing scream are your final spell choices,you're good to go.

Griff Earthminer wrote:
Hello...

I've wanted to see a stonelord in action for a while. Also, I may have wanted to see what kind of shenanigans go down when a party has a sunder-focused character and someone who can cast mending at will. As for the character criticism, you don't qualify for Power Attack because your monk level has to be your first level. Also, Nalbrin Armor Adept doesn't work for you; your ACP isn't 0. I don't see what 2 traits you chose. You should also finish buying gear. At the very least, you'll need adventuring gear.

Arvanon Vanach wrote:
I am here...

Good to go.


Male Dwarf Monk 1/Fighter 1

Everything should be fixed now.


dwarf monk 1/slayer 1 HPs: 18/21 - AC: 20|16|16 - For:+6 | Ref:+8 | Wil:+4 - Per:+7 (+1 ST, +2 stonework) Init:+3

D'oh! I fixed it on the site, then copied my text file over it again without thinking. Bluff and kukri damage type should be fixed shortly. But are you saying Thondain gets 4 languages? His Int mod is only +1...


M Dwarf Maneuver Master Monk 1/ Stonelord Paladin1 AC 17 T 13 FF 16 | HP 24/24 | F +7 R +3 W +6 | Init +2 | Perc +7 Myhweaver sheet
GM Sarpadian wrote:
you don't qualify for Power Attack because your monk level has to be your first level

Well that sucks, I understand the story implications of this requirement, but I don't get the crunch reasons. It would seem to me that it only Hinders characters mechanically without enhancing the story at all. In the end we all need to become Nalbrin in order further the story, However why does that have to be the first stepping stone in our lives? Do i need to change my back story as well? I have it written that he becomes a paladin before he gains his monk level. Any recommendations for a feat? I'm at a loss (because my dex isnt 13 for dodge XD)

GM Sarpadian wrote:
Also, Nalbrin Armor Adept doesn't work for you; your ACP isn't 0

Ahh ok I didn't realize this is how it worked. I changed into a MWK studded leather. So can I pick up a mithril breastplate later on and it will work?

GM Sarpadian wrote:
I don't see what 2 traits you chose. You should also finish buying gear. At the very least, you'll need adventuring gear

Forgot those. Fixed!


Male Dwarf Monk 1/Fighter 1

If the GM is set on your first level being monk and you want to stay within the rules, you can ask about retraining your feat.


M Dwarf Maneuver Master Monk 1/ Stonelord Paladin1 AC 17 T 13 FF 16 | HP 24/24 | F +7 R +3 W +6 | Init +2 | Perc +7 Myhweaver sheet
Ihro wrote:
If the GM is set on your first level being monk and you want to stay within the rules, you can ask about retraining your feat.

Well I guess in a round about way that would fix my problem. I was more worried about having to change my back story. It looks like retraining would only cost me 100gp and 5 days.


Griff Earthminer wrote:
I understand the story implications of this requirement, but I don't get the crunch reasons.

I see where you're coming from. If you'd brought it up earlier, you might have convinced me, but at this point sticking with the precedent I've set (about half the submissions I received had this issue) seems like the only fair course of action. However, you may leave your backstory as is and retrain into Power Attack for 1/2 price, i.e. 50 gp. I'll handwave the time cost as having happened before the game starts. Otherwise, Steel Soul wouldn't be a horrible choice for a feat.

Griff Earthminer wrote:
So can I pick up a mithril breastplate later on and it will work?

I think you'd need mithril and a trait to make a breastplate have no ACP.

Griff Earthminer wrote:
Forgot those. Fixed!

The traits are fine, but I still don't see the adventuring gear.


Ihro wrote:
Everything should be fixed now.

Seems to be.

Thondain wrote:
His Int mod is only +1...

So it is; my bad.


M Dwarf Maneuver Master Monk 1/ Stonelord Paladin1 AC 17 T 13 FF 16 | HP 24/24 | F +7 R +3 W +6 | Init +2 | Perc +7 Myhweaver sheet
GM Sarpadian wrote:
I see where you're coming from. If you'd brought it up earlier, you might have convinced me, but at this point sticking with the precedent I've set (about half the submissions I received had this issue) seems like the only fair course of action. However, you may leave your backstory as is and retrain into Power Attack for 1/2 price, i.e. 50 gp. I'll handwave the time cost as having happened before the game starts. Otherwise, Steel Soul wouldn't be a horrible choice for a feat.

Ok, this seems more than fair. I have paid for the retraining.

GM Sarpadian wrote:
I think you'd need mithril and a trait to make a breastplate have no ACP.

I switched out a trait for Armor Expert.

GM Sarpadian wrote:
The traits are fine, but I still don't see the adventuring gear.

Sorry I forgot to save my changes after gear.


Male Dwarf Monk 1/Ranger 1

Hey Sarpadian do we need to do excessive food and water management or is it assumed we have enough to eat until you tell us it's an issue?


Arvananon Vanach wrote:
do we need to do excessive food and water management or is it assumed we have enough to eat until you tell us it's an issue?

I handwave water unless you're in an area where it's scarce (which you won't be for the foreseeable future),and managing food is as simple as marking off a day's worth of rations whenever you stop for a night's rest or stating that you want to move at 1/2 speed and live off the land. In my other game, one of the players volunteered to be the quartermaster; he keeps up with the rations and loot for the whole party. I'm open to y'all doing the same, if someone wants to volunteer, or you can keep up with it individually.

@Griff: I think you're ready to go now.


M Dwarf Maneuver Master Monk 1/ Stonelord Paladin1 AC 17 T 13 FF 16 | HP 24/24 | F +7 R +3 W +6 | Init +2 | Perc +7 Myhweaver sheet

I normally handle that sort of stuff. so if no one else wants to I will be our quartermaster.


Male Dwarf Monk 1/Ranger 1

Go for it Griff.


Male Dwarf Forgemaster (Cleric) 2 | AC 19 T 12 FF 17 | HP 20/20 | F +5 R +1 W +6 | Init +1 | Perc +9
GM Sarpadian wrote:


Gunnar Hammersmith wrote:
Dotted.

I'm coming up with a Fort save of +5. You get another bonus language. Double check your math for gear: I have your remainder being 17 gp, 7 sp.

You are right on all accounts. Con was higher, but lowered to raise Int and forgot to go back. Picked up Goblin and fixed amount of gold left.


I think everyone is ready now. I should have the first gameplay post up shortly.


Sounds good Griff.

Yeah, I've settled on Enlarge Person and Ear-Piercing Scream. Can always swap one out at Sorcerer 4 if need be.

..I edited Odirin's profile, adding appearance and background, but after I hit submit it took me back to the paizo homepage and I've apparently lost it, so I'll get it back in there soon.

Liberty's Edge

Male Human (ulfen) Lvl 1 accountant / lvl 3 monk

Hey guys, I'm terribly sorry for not posting as frequently as a I should. I was recently accepted to my first pick college that is on the other side of the USA, I have been scrambling to be ready to leave in about a month. Needless to say I have a had very little time for recreation. But I will be back on my "A" game today when I get home from work.

Warmest regards,
Meeko


dwarf monk 1/slayer 1 HPs: 18/21 - AC: 20|16|16 - For:+6 | Ref:+8 | Wil:+4 - Per:+7 (+1 ST, +2 stonework) Init:+3

Congratulations, Meeko! Real Life does have a way of getting in the way of important things like gaming. ;) I hope your move in a month goes well!


Male Dwarf Monk 1/Fighter 1

Congrats meeko, I'm a college kid as well. It's a great experience.


Male Dwarf Monk 1/Ranger 1

Nice dude, I go to school with Ihro


Coincidentally I also just moved over the weekend. Posting from a phone right now, but internet gets hooked up tomorrow so I will be back in full then.


I'm not moving now, but I may be soon. That may be the fourteen inches of snow talking :)


Arvanon, I noticced you haven't posted in the gameplay thread. Just checking in to make sure you realize the game has started.


dwarf monk 1/slayer 1 HPs: 18/21 - AC: 20|16|16 - For:+6 | Ref:+8 | Wil:+4 - Per:+7 (+1 ST, +2 stonework) Init:+3

Just an FYI: I'm going to be busy afk Saturday and can't post.


Any last minute equipment requests? There are 5.25 lbs. of spare light load capacity in the party. (I'm less concerned with how it's distributed among the party as long as the total number works out.) Also, Gunnar, are you casting light, or is the party comfortable with only being able to see 60' ahead?


Male Dwarf Forgemaster (Cleric) 2 | AC 19 T 12 FF 17 | HP 20/20 | F +5 R +1 W +6 | Init +1 | Perc +9

Light would give us less that 60' of visibility and make us more easily seen from a distance. Better to cast it on something and throw it IMO.


dwarf monk 1/slayer 1 HPs: 18/21 - AC: 20|16|16 - For:+6 | Ref:+8 | Wil:+4 - Per:+7 (+1 ST, +2 stonework) Init:+3

I'm going to be afk the rest of the day, so if things move on suddenly and a post is required, you can GMPC Thondain.


dwarf monk 1/slayer 1 HPs: 18/21 - AC: 20|16|16 - For:+6 | Ref:+8 | Wil:+4 - Per:+7 (+1 ST, +2 stonework) Init:+3

I think we shouldn't bother with the forced march, but leave the mountain in the morning instead. That way, lazy orcs and other scum won't be up yet. ;) Also, we're not under any time pressure that I can recall?


dwarf monk 1/slayer 1 HPs: 18/21 - AC: 20|16|16 - For:+6 | Ref:+8 | Wil:+4 - Per:+7 (+1 ST, +2 stonework) Init:+3

I'm going to be AFK a good chunk of tomorrow, but I should be back in the evening to resume posting.


I've put a link in the campaign description to a Roll20 campaign that we will be using for tactical maps. Join the campaign and post in the chat with your character name so I can figure out which players go with which characters. Once I know who is who, I'll give you control of your characters.


Male Dwarf Forgemaster (Cleric) 2 | AC 19 T 12 FF 17 | HP 20/20 | F +5 R +1 W +6 | Init +1 | Perc +9

I'm getting a Not Authorized message when trying to access the map


Try it again. I'd linked the page itself instead of the link for players. Should be fixed now.


dwarf monk 1/slayer 1 HPs: 18/21 - AC: 20|16|16 - For:+6 | Ref:+8 | Wil:+4 - Per:+7 (+1 ST, +2 stonework) Init:+3

I'm going to be AFK tomorrow (birthday to attend). Thondain will continue to attack the goblin unless he gets set on fire. Then he would roll to put himself out. :P


I just got a PM from Griff saying that he was withdrawing. I don't think it's that much of a surprise, given how little he's posted, but we still need to figure out what to do about it. The way I see it, given the nature of the campaign, we have three main options:

1. We keep Griff around as an NPC.
2. We replace him and just pretend that the new guy was here all along.
3. We just go down to a 5 person party. (Incidentally, in this scenario the encounters would get easier, since 6 players ups your APL by one; don't think of this is as facing the same encounters with one less party member.)

Also, Griff had volunteered to be the quartermaster; he was supposed to be tracking rations, loot, and such for the party. Does anybody want to step forward to take that job?


dwarf monk 1/slayer 1 HPs: 18/21 - AC: 20|16|16 - For:+6 | Ref:+8 | Wil:+4 - Per:+7 (+1 ST, +2 stonework) Init:+3

That's a shame. :(

I'm good with any of the above options. I'd prefer not to track loot and such, though. I'm way too disorganized for that. :D

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