The Black Monastery (Inactive)

Game Master drbuzzard

A classic dungeon crawl set in Taldor.
Combat Map
Monastery Map


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A resonant power is an ability granted to ioun stones if they are slotted into wayfinders. They vary by each stone type. I believe they are in the book Seeker of Secrets about pathfinder society membership.

The one which was mentioned here (clear spindle) grants you permanent mind control immunity from evil sources as if you had protection from evil up.

Some given even bigger bonuses that that, so I'd just as soon not allow the option.

Backstory? We don't need no stinking backtory!
(beer and pretzels, so I'm not that concerned).

Way I usually make PFS characters is based on an interesting build, and as I go along, I figure out who they actually are.


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

My backstory is simple: Gregor is the greatest swordsman in all of Golarion :) (at least he thinks so).


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

Thats my style as well.. Unless the gm is adamant and i really want in i usually just make it up as i go with whatever falls in line.. A morphing backstory one might say. A basic premise to start and go from there..

Im a nerd who likes alchemy and to blow shit up.. I also like Pharasma and hate undead and therfore wish to blow them up with bombs.. Whatever comes from that will make who the character is in the long run..


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

5 words Tribim.. Adaptable Luck and Fate's Favored..

+3 luck bonus on any roll 3/day.. On another note why is Halfing Luck a racial bonus and not a luck bonus? I mean its called "Halfling Luck".. Have a flat +2 to saves would be nice..

Isnt there a feat that ups the number of times Adaptable Luck can be used?

Might ask Buzz if he'd allow Piranah Strike with a rapier.. Seems thematically ok and would save you some points from str..


He's a slayer, he can take two handed ranger fighting style and get power attack without the prerequisites.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

I took power attack as a regular feat so I could leave the ranger fighting style open, have the 13 strength. I hate not being able to carry enough gear at light load.

so adaptable luck and fate's favored would give me +3 to three rolls. Hmmm, interesting, I tend to stay away from rolls I add once or twice a day, I usually forget them and it's hard to convince the GM you meant to use your special roll, after you put up that 3.

I like power attack better than Piranha strike, if I don't want to use the shield I can add a couple of points.

After reading the intro I'm thinking the rapier should have been "ghost touched" instead of "Keen" oh well, I'm going to watch "game of Thrones" and then finish the gear in the back pack.


male Dwarf Fighter 1

Been sleeping, woke up to taplk to the guys fixing my car and $1500 later i need to back to sleep then work another 12 hour shift.

Will have klor ready tonight though.


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

All done. Redid equipment.


male Dwarf Fighter 1

done as well


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Added the +2 skill points to Maria. Ready!


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50
Campaign Info wrote:


House rules:
Characters get +2 skill points per level.

is this just the classes with two skill points or all classes? Just wondering. :)


No, all classes (seemed unfair to me to all of a sudden make the 2s and 4s the same)


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

cool, will be editing :)


I will assume everyone be ready tomorrow. I'll get started in the morning.

While I have considering an elaborate justification for you going in, I've failed. You will start with the background provided, already in a group, at the base of the hill upon which the monastery stands.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

works for me!


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

Ah, just like the good old days :)


It should be noted that Vars and Duhwoo are high level PFS characters I am using for comic relief here. Don't mind that they make no sense.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

just as a point of reference if there are any banjo duels in this adventure Trib is out. He is just the wrong height to deal with some things.


I would think you were the perfect height? You're close to the size of the kid in Deliverance.


male Dwarf Fighter 1

weird didn't show new posts...sorry will get caught up now...


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

yeah had same problem. I checked before bed last night.


I apologize for the lack of maps as yet. I'm trying to decide how to fix it. The provided map is huge and on a 10' square scale which doesn't really adapt itself to combat maps.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

No problem, we can always imagine them.
What was worked for me is to quickly redo the part of the map I need in dungeongrapher or another tool like it.


male Dwarf Fighter 1

I have scaled it back to 5' grid wirh my games when they are like that.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

hey Klor, I moved the discussion here so the game thread didn't get confusing, your right, strategy will help keep us alive.

When I got back from a meeting at work Trib was behind Maria, there was an empty spot beside Maria where Gregor had been. I thought he went straight. I thought Trib had a straight line in so he charged in and hit the other critter.

hopefully, after this, we will plan how we go through the door and use delay as needed. fortunately I don't think these things are the main event.

I noticed you used both attacks, can we use two attacks if its not a full attack round?

I've only been playing since June {I played AD&D back in college in early 80's) so I haven't played at higher levels much. so I will have some questions. If anyone has any recommendations, just shout out, I will not be offended!


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

You cannot take a full round action in a surprise round. You can either do a standard or a move action, but not both.. You can however charge and attack as its considered 1 action. You cannot charge through enemies or allies..

Gregor charged and attacked once which is cool. He can intimidate as a free as is isn't considered an action, he cannot however use a swift action in a surprise round.

Klor can move and do nothing or charge and attack.. He cannot move and attack, nor full attack.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

so the second attack, that melee classes learn at 6th level, is the same as a two weapon or natural attack in the sense that you can only use them when you full attack, Right?


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Right


Not sure where you get the idea that swift actions are not permitted in a surprise round.

The rules say swift actions are permitted anytime a free action is permitted, though you only get one per turn (round).

He was able to do the second attack because it was a swift action (hurtful).

The only other way to have multiple attacks in a surprise round is to have some flavor of pounce or pummeling charge.

Iterative attacks, of course, require a full attack action.


male Dwarf Fighter 1

I think I messed that up as well, I thought the surprise round was just opening the door.

but anyway, I was tired and in a rush....did I mention night shift sucks?

charge is a full round action as well ( but Pathfinder has a partial charge which can be done only in the surprise round) -- seen that exploited more than once.

as far as move I should be able to step in and attack. the situation I saw is that when I posted I was at the door, the map reflected Klor way in the back, so I moved to where Klor should have been prior to door opening then based on the layout 5' step and attack.

of course a frigin nat 1 on the roll makes it moot anyway.

still Klor should have been there ready to attack before the door ever opened.


The map has 10' squares. The door is way back at Maria. The surprise round started when the door opened. The closest spot at the start of the surprise round to be adjacent to an enemy was 25'. No matter what you did, you could not have attacked during the surprise round. Your movement is just too slow.

As for charge, yes, you cannot do a normal charge during a surprise round, but there is a special action called a partial charge which is essentially the same as a charge but with single instead of double movement. It is allowed in instances when you don't get a full rounds worth of actions.


male Dwarf Fighter 1

so that red arrow was not pointing at the door? maybe that is what is messing me up.


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

I think the red arrow was pointing to where Arch's bomb went


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

Yea i put the pointer for my bomb since the gobo things weren't labeled or numbered.. Sry for the confusion.

Also on the swift action in surprise round thing.. After doing research it seems you are allowed. I have no idea where this came from in my head but ive always played it that way.. Changes my surprise rounds on my 18th level mage for sure.. I think it was a homegame rule at one time or another maybe.. Ive seen it in pfs before as well.. Seems the gm is fine with it so cool beans!


We seem to be keeping up a good pace. Seems I grabbed an appropriate crowd for this.

Of course as huge as this module is, it's still going to take a while.


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

The ring brings up the issue of treasure splits. A method I found to be very fair is when we are at a point to do a split of the loot, we total all things, including items (at half value of course) that are given to party members for their use (like the ring of protection). Then party members that have such items can "purchase" them from their share at half value. This works well for everyone as we all get our full share and people that get items get to keep them for half value. What do you all think?


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

I a long campaign, yes... but for a 1-shot, the most important thing is to "maximize" the value of the magic items.
For example, we can "burn" all of our temporary magic (scrolls for example) as we don't need to think in saving them for the next adventure.
So yes, at the end we could quantify and divide the loot, but it won't matter, as the module will be over at that time.
That is why Maria does not care for "coins" ;)


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

Oops, I wasn't thinking about the one shot part.


This will take a while.

Though I would disagree that you need to pump the low AC guy. Sometimes is it better to reinforce strength. Not to mention a swashbuckler can use riposte, so AC isn't quite as meaningful.


Human swashbuckler 8; AC- 25, T- 20, FF- 18; CMD-29 (lots of variance); Init +7; F +5, R +13, W +7; Perc -1; hp-60/60

yeah, I was going to mention that. If my AC gets so high that I would need more than an 11 to hit myself, then my Parry ability becomes less useful.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

So there is a better candidate for the ring?


Active Effects:
Heroism(100m)
HP 69/75 | AC 18 | T 13 | FF 15 | CMD 22 | Fort +14 | Ref +14 | Will +11 | Init +5 | Perc +16
Usable:
Bombs 9/16, Wings 8/8, Mutagen 1/1

Imo theres nothing wrong about boosting the shielf fighters ac even more.. The only problem is that if he seems unable to be hit the mosnteres will just attack someone else.. Regardless I vote it goes to number 1 frontliner.. I think thats Klor right?

As far as lot goes, with this being a 1 shot kinda thing i vote loot goes to whomever can mkae the most use of it regardless of how many pieces they've already gotten..


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Amen Archaemedes!


male Dwarf Fighter 1

Klor will only lay claim to things that are pretty obvious geared toward him, as far as other items if the group decides he gets something then he will take it but will not complain if he does not.

as for the ring, letting a spellcaster use it is also a viable option. I mean klor also has lots of HP to fall back on if need be. and buff spells can be used for situational shoring up.

also I am getting ready to change shifts from 12 hour nights back to a normal Monday-Friday schedule That transition sometimes equates to extra time in bed and working to get back to a normal routine again.

as well as trying to get all those things done that I couldn't get done before. (I got a 4 week backlog of of honey-do's)


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

So... who takes the ring? Don't be shy!


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50
drbuzzard wrote:

OK, map updated. Heck, I even made a proper grid (don't expect that every time, I'm just bored ATM).

Make up your plan. Need to know who is where and who opens the door.

I thought Trib follows Klor was a heck of a plan, I even placed us on the map.


Ok, who opens the door? It's all they can do in a surprise round.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

ummm, I've got several assumptions, the strongest at this time is I assume I should let people post for themselves though. I'm not even sure who ended up with the ring...so... only those whose init is higher than the glowwy lightingy thing. get to act in the surprise round? right? Trib is standing beside Klor, I thought he was opening the door, but we will see how it pans out.


Female Human (Taldan) Sorcerer 8 | HP 45/53 | AC 16+2 T 16+2 FF 14+2 CMD 15+2 | F +4+1 R +5+1 W +7+1 | Init +8 | Perc +8 | Status: Mage Armor; Haste (6r); Protection from Evil (9r)

Maria casta, and then, on the surprise round, opens the door. It worked fine last time.


If Maria is going to open the door, then either Tribim or Klor will have to move.

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