The Damned Reborn (Inactive)

Game Master Aiunder

The mere mention of your name brings fear to commoners and even nobles in their walled and guarded manors are nervous when your name is heard.
Well that was true until you died.


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M Human Undead Lord Cleric/Agent of the Grave

...nice. Instant meat shield. And possible once-a-day pack mule.

Thanks very much for that, DM. That'll bring its HP up to 54.

What happens if it dies? Do I summon it again the next day?


yup its basically 'dismissed'

at 6 hit dice its bab should be +4 plus either a plus 2 or 3 str modifier depending on where you put its 4thHD stat increase.


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

Had my Shield spell worn off already? Cast it just as we entered. If not my AC is 23.


M Human Undead Lord Cleric/Agent of the Grave

Huh I forgot about BAB; apologies.


M Human Undead Lord Cleric/Agent of the Grave

What is 'Platemail' armor?


full plate sorry


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

Loot-devide!

So far we have-

+1 axiomatic warhammer
+1 earth-breaker
+2 heavy steel shield


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

If only one of those was a Heavy Flail. *sadface*


M Human Undead Lord Cleric/Agent of the Grave

Can my zombie have the shield? I don't think anyone else uses shields.


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)

I think the zombie is as good as anyone to pack the shield.


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

Works for me. He should take the hammer also if no one else wants it.

Krovax, why not use the Earthbreaker? Is the flail special to your character somehow?


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

The other stuff

chain shirts x6
war hammers x10
priest garb x20
Several sets of commoners clothes
twenty pounds of jewelery (total value 3,500g)
Masterwork War hammer
Masterwork Earth breaker
348 gold
1636 silver
56725 copper

If we load it onto the skeletal pack mule, and dismiss it, will it come back the next time it's summoned?


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

Summoners are only proficient in Simple weapons. Had to take a feat for the flail, though it was mostly for flavor.


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)

I am putting:
twenty pounds of jewelery (total value 3,500g)
348 gold
1636 silver
56725 copper
in my pack.

I am not putting:
chain shirts x6
war hammers x10
priest garb x20
Several sets of commoners clothes
Masterwork War hammer
Masterwork Earth breaker
in my pack.

I am putting on mysterious amulet that matches my brand.

I putting on a cleric's vestment, for the sake of humor, over my current clothes.

I love the "not Heward's" Handy Haversack!


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

I'll strap on the MW earthbreaker and war hammer. The rest can stay.


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

What options do we currently have in regards to direction?


the masterwork earthbreaker and the masterwork war-hammer are the one that are enchanted. That was the first time anyone had used detect magic so I listed them as masterwork until that point.

There are two other doorways in this corridor, a set of stairs going down opposite of the set you came up, several doors downstairs and the other et of stairs goin up downstairs.

I know a map would be useful but I haven't had the time to figure out a way to make one that didn't show the whole temple.


just to eliminate confusion I have a master loot list

chain shirts x6
war hammers x10
priest garb x20
Several sets of commoners clothes
twenty pounds of jewelery (total value 3,500g)
Masterwork War hammer * (+1 axiomatic enchantment)
Masterwork Earth breaker * (+1 enchantment)
348 gold
1636 silver
56725 copper

Masterwork full plate x2
Masterwork heavy steel shield x2 * (+2 enchantment)
Masterwork long-sword x2
potion
45 gold coins

Necromantic bastard sword*
Demon symbol amulet*
Backpack
travel clothes

* Denotes magic aura


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)

I have yet another interview Tuesday, October 30. So that will be a slow day for me.


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

Wishing you incompetent competition. :)


good luck


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

FYI ARC, I will keep Dreadmaul summoned for now, but be glancing around each corner before proceeding. Once we reach the final passage way before the kitchen, I will dismiss him and then move on out the door we used to get in, same ruse as before minus all the chatter. Krovax is counting on the deference showed him on the way in to repeat itself.

This is of course assuming no encounters on our way. If so, Dreadmaul will get to play.


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

Soooo..... waht the heck kind of enchantment or spell negates 47 points of damage?

Because I want it.


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

I am assuming he has armor with fortification that made the percentage roll, thus negating your crit.


yeah, kinda felt bad when I saw your roll but he was already made up. His armour has light fortification.


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

Grr. Oh well.


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

Watching the combat with baited breath. Figure we r gonna do the two groups separate for ARC's sanity.


Drat. I knew I forgot to post something.

and my sanity fled screaming years ago


I'm not sure which part of your post I find funnier.

The image of Leon having to stand there for over a minute and a half poking him with a stick

OR the look on his face afterwards when you politely suggest he should buy you a new wand


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)

I find them both amusing!


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)

I will relay what the loot is to those in the temple. I will let the others catch up before I post further :). My pack should be full isn. I could probably carry the warhammer or the shield, but not both.


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

leon doesn't just stand there. She can poke him with a stick while he desicrates the place. :)

I'm just going to go ahead and lay claim to that armor. I f*$$ing earned it...


Okay I'm letting people know that Opal has chosen to leave the game.
Do you want me to try and recruit another player or stick with you four?

Mordecai - undead, divine spells (support/heals)
Leon - frontline damage
Mordecai - secondary frontline plus pet some support
Ezra - debuffs and some heals

we are lacking a skill user


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)

I think we need another. I think the best would be a full bard type.


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

We have a lot of overlap in the social department. 3 of the 4 of us are charisma goons. A bard would be good for the buffing and utility factor, but the social skill thing tends is pretty well covered.

The thing that Opal had which was really useful was the ability to facilitate stealth. Her Silence spell came in handy a couple times. With some investment in a wand Ezra or Krovax can cover that though.

Our party is shockingly well rounded :)

Personally I'd love to see another bard because I love the buffs, but I could see some definite benefit from just about any support or arcane class.

Flavor-wise, we have a lot of "evil guy" archetypes covered. I wouldn't want any newcomer to come in with a theme that is similar to anything we already have going on.


M Human Undead Lord Cleric/Agent of the Grave

I'd like a new player, not overly fussed about what class.

Citrine(fast) 1d4 ⇒ 3*25=75
Emerald(plague) 1d4 ⇒ 3*25=75
Garnet(bloody) 1d4 ⇒ 1*25=25
Ruby (flaming) 1d4 ⇒ 3*25=75


okay I'll go on the recruitment thread asking for one more. I'd like you all to take a look at the applications... If we get any and let me know who you want.


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

*Fake Tantrum*

I didn't even get mentioned! Bwaaaaaaaaa you love Mordecai more than me!!!!

*End*

On a serious note, I am sad to see Opal go, but was kinda expecting it with Toral's departure, the two were very tied together. Krovax can cover a lot of arcane needs, maxed UMD for the win. But I definitely think we need a rogue/assassin style character. Skills, stealth, UMD, combat, deception.

On a similar but slightly different note, ARC, I wanted to run something by you. When we hit level 7, I plan on taking the Leadership feat, unless you don't allow it. It's mainly to go along with the General theme, and signify his rebuilding of troops under his command. The followers would mainly be RP background, rarely (if ever) used mechanically. The Cohort I'm leaning towards an full on wizard. I would like it to fit in RP-wise though, so if this wont work just lemme know.


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

Ooh! Idea!

I don't know how attached to the wizard cohort you are, but I just thought of something awesome that totally fits your theme.

What about a CR 6 Dragon as a Cohort? One of Dreadmaul's Progeny? Or perhaps even the animated corpse of Dreadmaul himself (easy enough with the body and a little help from Mordecai)

Then you'd have the Eidolon spirit, and the corporeal body and a plot-thread built around the idea of someday merging them.

Feel free to ignore my rantings. It was just a thought.


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

I don't know how an appropriate level dragon cohort could be made...the formula is only for a young dragon and it puts an absurd level equivalent on it.


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)

How about we take a cohort each at level 7! Someone take a rogue, I will take an Oracle of Life, someone else take a bard, and the last person take a wizard or sorcerer!


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

Mordecai, I had something I wanted to discuss with you that I had meant to earlier but forgot about it.

You might have noticed that I have Command Undead as a feat. I'd planned on having Leon have an undead theme also, based on his backstory of being a champion of Tar-Baphon.

In his previous undead incarnation he was something like a ghost-knight animating a suit of armor, and a lot of his forces were incorporeal undead. As we get higher in level I had planned on revisiting that theme, but I don't want to step on your toes at all. I get the impression that you're going for a more "zombies and skeletons" approach, but I thought I'd ask to be sure.

As an interesting note, the two of us working together could have an impressive army of corpses. I can't make undead, but I can control the ones you make that are beyond your HD limit (and then I can even tell them to obey you).

What do you think?


i am not opposed to the leadership feat but i reserve the right to remove it if i find it bogs down the game too much or ends up being counter productive.


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff
Ezra Savet wrote:
How about we take a cohort each at level 7! Someone take a rogue, I will take an Oracle of Life, someone else take a bard, and the last person take a wizard or sorcerer!

I can see this giving ARC a headache. :)

Personally I love the Leadership feat, but I feel like it should fit a character theme. Otherwise it's just too easily exploited.


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

Yeah, the only reason I'm looking at it is because of my theme.


M Human Undead Lord Cleric/Agent of the Grave

@Sir Leon- I wouldn't worry about stepping on my toes, Mordecai's general reaction to armies of the undead is 'the more the merrier!'. Incorporal undead could be a good way to distinguish ourselves though if you want that, Mordecai does mostly focus on zombies and skeletons.

I've also got Command Undead. By my calculations, added up we could control 36 HD of undead. I'm going to raise a fair few of them at the graveyard, we could add more if you get out of the temple.

EDIT: Hmm.... DM, could I take leadership and apply the Skeletal Champion or Zombie Lord templates to my cohorts?


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

One of the things I really encourage when I run games is for people to take cohorts that have the ability to be "elsewhere" when they aren't needed (like the way Roar and Dreadmaul are)

I've seen this done by having awakened birds or other animals as cohorts, having ghosts as cohorts, having deployable robots as cohorts, etc.

I find that this sort of thing keeps the GM from going too crazy trying to account for everyone in non-combat situations, and if they don't want to deal wit them in a certain encounter, it's easy to handwave some reason that they aren't there.


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

Mordecai-

Great! I just wanted to check. Leon's no opposed to commanding your leftover zombies. He's a pretty pragmatic fellow.

We will probably want to invest in a Portable Hole soon. That's potentially a lot of skeletons to try to disguise.

Have you looked into the undead variants? The Bloody Skeleton is amazing for PC necromancers, and there's one that can basically shift into a pile of bones that helps a lot with transport and space concerns (carry your whole army as a big pile of bones in one sack!)


I tried a game where all six players had a cohort... and one had a familiar, one had a mount and one an animal companion. Our maps looked more like a tabletop strategy game. It was just too much but i learned a few helpful tips.

If you want to take leadership go ahead BUT
1/ you will be responsible for running your cohort not me, so if you forget to tell me what they're doing they pick their nose or read a book or try to look down Ezra's top
2/ equipment beyond their base NPC wealth will come from your own treasure horde
3/ aside from your cohort all 'numpties' will not participate in standard combats to keep things smooth. you can run them like a horde or a swarm in certain situations if you will but not individually or my head will explode.


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

Neat, "spirit swarm" is pretty much exactly what I had in mind for my followers. :)

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