The Mud Sorcerer's Tomb (Inactive)

Game Master baldwin the merciful

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Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

I am done, I pawned off my persistent rod and some alchemical reagents for 10K of diamond dust.

Sargon is built as a "Swiss Army Knife" He does some damage, some battlefield control, some buff, some debuff and a bit of scouting. He is not really great at skills.

I will do my damndest to keep everyone alive like any good general would hope for.

I do have 2 limited wishes for the unforeseen circumstance that i'm sure we will encounter. I am really looking forward to this especially with such a great group.


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |
electricjokecascade wrote:
I want to kick off gameplay on Monday the 4th. Please have your builds finalized by the 2nd so that I can spend time on Sunday reviewing the final group composition.

No problem there, I will definitely have everything finished up by the 2nd. :) My biggest task now is rearranging equipment/gear/magic to get that 10K of diamond dust... And still make sure Rey has enough scrolls and a cure wand to make a good go of things.

Edit: Part of me feels like we're trying to focus so much on "being able to do a little bit of everything," that, well for Rey at least, there's not a tight focus on doing any one thing very well. I hope that doesn't end up shooting us in the foot.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

I do damage well. Don't worry about that.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

FYI, I suck at puzzles and riddles


Ahah! Same here. Should be fun ;)

I'll work on my sheet. I might remain an archer-cleric after all, though I'll certainly be dropping the evangelist archetype.

My second domain will likely be Feather, but I'll hold on the animal companion, unless our DM thinks it's wiser. Perhaps, as this is supposed to be quite the deadly place, we can wait and see how things go before bringing an animal companion in?

I'll rework my spell selection to make sure I have something to remove nasty conditions, such as dead. I'll have a look at our paladin's mercy to avoid duplications.

EDIT: IF I have time, I'll get a reach-type done, but I don't want to make a promise I might not be able to keep :)


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

Gauthier: Glad i'm not alone in my ineptitude. 8>)

Play whatever you want to play, whatever will give you the most joy.


Do we need flying for the group? I have lots of possibilities, but I wanted to make sure whether that could be my responsibility or someone else's.


Oh, and who's in charge of haste? I can prep blessing of fervor, which is quite awesome too.


Spell selection, if anyone wants to have a look and make suggestions:

Memorized Spells (CL 13)
7 (1+1+1, DC 25): [open], greater restoration + animal shape (or holy word) // mass cure serious wounds
6 (2+1+1, DC 24): [open], dust form, heal + blade barrier (or mass fly) // mass cure moderate wounds
5 (3+1+1, DC 23): [open], breath of life, communal air walk, quickened divine favor + beast shape III (animals only) (or dispel evil) // mass cure light wounds
4 (4+2+1, DC 22): [open], [open], greater magic weapon, blessing of fervor, freedom of movement, x(extended-rod)greater magic weapon + holy smite (or summon nature’s ally IV(animals only)) // cure critical wounds
3 (4+2+1, DC 21): [open], [open], communal resist energy, magic circle against evil, invisibility purge, stone shape + fly (or magic circle against evil) // cure serious wounds
2 (4+2+1, DC 20): [open], [open], grace, lesser restoration, lesser restoration, silence, remove paralysis + feather fall (or align weapon (good)) // cure moderate wounds
1 (4+2+1, DC 19): [open], [open], divine favor, divine favor, sanctuary, shield of faith + protection form evil (or calm animal) // cure light wounds
0 (4, DC 18): detect magic, create water, light, read magic


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),
Quote:
Do we need flying for the group? I have lots of possibilities, but I wanted to make sure whether that could be my responsibility or someone else's.

I assume most folks took care of that themselves

Quote:
Oh, and who's in charge of haste? I can prep blessing of fervor, which is quite awesome too.

I have some haste, but go ahead with BoF. It's a great spell.

Quote:
Spell selection, if anyone wants to have a look and make suggestions

Your spells look great!


Do you guys want a Refuge spell cast for each of you (permanent, but a 1,500 gp object is required) so that you can teleport to "my abode"?


Ok, Gauthier is no longer an evangelist, and I've spent all my gold!


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min
Gauthier de Nevereth wrote:
Do we need flying for the group? I have lots of possibilities, but I wanted to make sure whether that could be my responsibility or someone else's.

I can fly once a day wiht my armor.

I have a levitate potion too as a back up.
I also get freedom of movement 3/rd as a domain ability.

I won't have a problem being done with my character by the 2nd. It doesn't seem like the group needs my crossbow with all the ranged characters. I can sell that and pick up a sling if necessary but the cash is important for me with my diamond dust.

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To help me when I parse your crunch, could you guys please break down your numbers? If I see a +27 to hit, for example, or 29 AC, it's going to take me ages to track down every trait and magic item bonus. I normally wouldn't ask, but level 14 builds can get pretty advanced and complex (and some of you have already done so.)


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

I have a potion of Fly, which might not be enough. I will get my sheet finished by Sunday. Work has been surprisingly hectic this week, so I haven't ajpdjusted anything yet. Might take my cloak of resistance down a point to free up some cash for the diamond dust...at least that's what I'm thinking early on right now


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min
electricjokecascade wrote:

To help me when I parse your crunch, could you guys please break down your numbers? If I see a +27 to hit, for example, or 29 AC, it's going to take me ages to track down every trait and magic item bonus. I normally wouldn't ask, but level 14 builds can get pretty advanced and complex (and some of you have already done so.)

I did that with my abilities stats, skills, AC and to a lesser degree my attack dice but I will add some additional information.

I also have precoded my attacks (with explanations) under a spoiler in case I ever need to be DMPC's


electricjokecascade wrote:

To help me when I parse your crunch, could you guys please break down your numbers? If I see a +27 to hit, for example, or 29 AC, it's going to take me ages to track down every trait and magic item bonus. I normally wouldn't ask, but level 14 builds can get pretty advanced and complex (and some of you have already done so.)

I've tried to keep things more or less broken down. Let me know if there are some remaining nebulous areas.


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

Ok DM I added attack and damage info on my character sheet. I only did it for my main weapons. I also spelled out the AC bonuses for you.


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m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min
Dragox wrote:
Might take my cloak of resistance down a point to free up some cash for the diamond dust...at least that's what I'm thinking early on right now

T'wich is hard at work grinding some glass into fine powder when the half orc paladin - in full plate - steps into the tavern. The dwarf smiles trusting sort that one. "Hey...Clank, ya want to buy sum genuine di'mond dust? Sell, ya this here pile fer 1500 gold. Hate t'sell it so cheaply, but I need t'help out me favorite charity."

Sold my +1 crossbow. I'm still short about 1200 GP to get to my target of 10K.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

31 AC from:+5 mithril kiku armor (+10 armor bonus), Dex +6, +1 dodge (feat), +1 luck (jingasa of the fortunate soldier), +1 insight (dusty rose prism ioun stone), +2 deflection (ring of protection)

+25 To hit: BAB 14 +6 Dex, +3 Bow, +1 weapon focus(longbow), +1 bracers of archery(lesser)

+5 damage +2 str, +3 bow

Mind you the offensive numbers can vary a goodly bit.

I generally always use rapid shot (-2), deadly aim -4/+8

In 30' point blank adds +1/+1

If I think a target particularly needs to be dead, I can throw in ranger focus for +6/+6 (5/day).

So on a target that really needs to be pushing up daisies it will be(<30'):

+26+26+21+16 for
Manshot first shot 2d8+40
then 1d8+20 for the rest

Otherwise it is +20+20+15+10 for 2d8+28/1d8+14/1d8+14/1d8+14

He also has clustered shots so he only applies DR once.


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

Here are T'wich's cleric spells. Let me know if you want something mixed up. Essentially: divine favor +1 (luck) att/dam, bless +1 att (morale). I may drop the obscuring mist and pick up another divine favor or bless.

Cleric Spells Prepared (CL 3rd; concentration +6)
2nd communal endure elements UC, remove paralysis (D), spiritual weapon
1st bless, divine favor , obscuring mist , remove fear (D)
0 (at will)— create water , detect magic , light, read magic

D Domain spell; Domains Liberation, Luck
Liberation (3 rounds/day) (Su) Act as if you had freedom of movement for 3 rounds/day.

Bit of Luck (6/day) (Sp)

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I'm starting to feel bad for the poor ol' residents of the Tomb.


Evil GM

An ole DM trick:

Add a simple Advanced Creature Template:

+4 str mod
+4 dex mod
+4 cons mod
+4 int mod
+4 wis mod
+4 chr mod
+2 Nat AC mod

Creatures with the Adv creature template are fiercer, more powerful.

Quick Rule rebuild +2 Nat AC, +4 all abilities scores.

Also most encounters use the average HP or Aver +1, so don't hesitate to use max Hp that will make encounters a bit more challenging while keeping your DM work within reason.


baldwin the merciful wrote:

An ole DM trick:

Add a simple Advanced Creature Template:

+4 str mod
+4 dex mod
+4 cons mod
+4 int mod
+4 wis mod
+4 chr mod
+2 Nat AC mod

Creatures with the Adv creature template are fiercer, more powerful.

Quick Rule rebuild +2 Nat AC, +4 all abilities scores.

Also most encounters use the average HP or Aver +1, so don't hesitate to use max Hp that will make encounters a bit more challenging while keeping your DM work within reason.

[alto voice][whining]Which SIDE are you on!?![/whining][/alto voice]


Evil GM

TPK!

I'm for stressing us to our limits. Forcing us to decide retreat or lose one, or more party members. Let's face it, we are optimized, more or less, and we are experienced PbP gamers...so stretch every resource and challenge us.


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

Fly isn't a bard spell, so I'm no help there. I think I'm going to take Trail of the Rose in place of Tongues (could be really useful if we find ourselves in any labyrinthine mazes). That spell might become even further useful if someone else took arcane mark, so we could mark any junctures of the rose trail accordingly...? I'm thinking about replacing comprehend languages with Touch of Gracelessness.

Sound good?

Then I'll pick up a few scrolls of both tongues and comprehend languages, a pro-rata wand of slow, and as full a cure critical wounds wand, as possible. I'll end up having to sell or deplete the +'s on some of her weapons and armor to get enough to hold onto that 10K of diamond dust, but as with everyone else, that's a price I'm willing to pay. I should have time this afternoon to do these adjustments. I'll also look to parse out her numbers as others have done. I've never done that before so that might be an exercise in brain stretching, but I'll figure it out.

Let me know if there's anything else I should be looking at for Rey.

Edit: I forgot to mention that part of what I saw Reyondelee doing during the adventure was drawing a map of everything as they explored it. I'm not sure how to actually tackle that in game. I gave her parchment, ink, inkpen, powder, scroll case, etc. So is that an action I need to declare at intervals?

Like: Reyondelee pauses to sketch a map of the halls and rooms they've visited so far. Not only so that the party has a workable map to retrace steps, but also because part of her character concept was seeking knowledge. Having a working map of a place like the mud sorcerer's tomb could be worth a great deal of coin or favor... ;)


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Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),
Traitor wrote:
I'm for stressing us to our limits. Forcing us to decide retreat or lose one, or more party members. Let's face it, we are optimized, more or less, and we are experienced PbP gamers...so stretch every resource and challenge us.

Anytime a DM compares a mod to the ToH, I'm going to optimize as much as I can to survive.


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Obviously I don't plan on attacking from range much. Anyone have a suggestion on a ranged weapon that I could use for less than 5k that might be helpful?

Grand Lodge

1 person marked this as a favorite.
Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

+1 adaptive longbow. 3375 GP.


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min
Reyondelee wrote:

Edit: I forgot to mention that part of what I saw Reyondelee doing during the adventure was drawing a map of everything as they explored it. I'm not sure how to actually tackle that in game. I gave her parchment, ink, inkpen, powder, scroll case, etc. So is that an action I need to declare at intervals?

Like: Reyondelee pauses to sketch a map of the halls and rooms they've visited so far. Not only so that the party has a workable map to retrace steps, but also because part of her character concept was seeking knowledge. Having a working map of a place like the mud sorcerer's tomb could be worth a great deal of coin or favor... ;)

Maybe put a skill rank in Profession Cartography for in character flavor.


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m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min
Dragox wrote:
Obviously I don't plan on attacking from range much. Anyone have a suggestion on a ranged weapon that I could use for less than 5k that might be helpful?

"Clank you don't need a ranged weapon, just move forward and I'll foll'w you."

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Reyondelee wrote:

Edit: I forgot to mention that part of what I saw Reyondelee doing during the adventure was drawing a map of everything as they explored it. I'm not sure how to actually tackle that in game. I gave her parchment, ink, inkpen, powder, scroll case, etc. So is that an action I need to declare at intervals?

Like: Reyondelee pauses to sketch a map of the halls and rooms they've visited so far. Not only so that the party has a workable map to retrace steps, but also because part of her character concept was seeking knowledge. Having a working map of a place like the mud sorcerer's tomb could be worth a great deal of coin or favor... ;)

We're going to be playing in Roll20, and I was planning to use the fog of war ability to hide that which you cannot see.

I'll thus rule the following: any room that Reyondelee makes a point of sketching out into her map will remain free of the fog of war affect. This will require her passing a DC 10 Profession Cartography roll. Thus sprinting through a new room while pursued, for example, wouldn't count. Sound good?


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

DM - T'wich is ready. I changed two spells out: picked up another bless in place of obscuring mist, and picked up Aid in place of spiritual weapon. Can't have enough Bless.

I've pawned about all that I'm comfortable doing and and I only have 6768 gold for diamond dust barely enough to cover the dwarf and his shield/flanking buddy, Dragox's, bartab (the rest of you are on your own tab) and far short for serious clerical miracles.


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Twitch is so going to drive Dragox crazy, lol. From his chums at the ever-so-serious Everbright Crusader to Twitch is going to be culture shock!


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Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |
electricjokecascade wrote:
Reyondelee wrote:

Edit: I forgot to mention that part of what I saw Reyondelee doing during the adventure was drawing a map of everything as they explored it. I'm not sure how to actually tackle that in game. I gave her parchment, ink, inkpen, powder, scroll case, etc. So is that an action I need to declare at intervals?

Like: Reyondelee pauses to sketch a map of the halls and rooms they've visited so far. Not only so that the party has a workable map to retrace steps, but also because part of her character concept was seeking knowledge. Having a working map of a place like the mud sorcerer's tomb could be worth a great deal of coin or favor... ;)

We're going to be playing in Roll20, and I was planning to use the fog of war ability to hide that which you cannot see.

I'll thus rule the following: any room that Reyondelee makes a point of sketching out into her map will remain free of the fog of war affect. This will require her passing a DC 10 Profession Cartography roll. Thus sprinting through a new room while pursued, for example, wouldn't count. Sound good?

Sounds perfectly fair. Incidentally, there is no profession cartography, but there is a Craft (mapmaking), so that's where I rearranged some skill points. I hope that will work the same? I also made sure she had a lot of ranks in Knowledge Dungeoneering, as that is the kind of knowledge that incorporates construction materials and architecture. So hopefully that's all good. Reyondelee is now fully set up, as far as I can tell. I've rearranged all spells and equipment, she's got a few scrolls, and a couple wands, and a few potions. I dropped the crossbow down to +2 to free up cash, and I added a vial of diamond dust to her character sheet, but I subtracted 10,000 gp for it, as that was the only way I could see to provide said dust through Hero Lab.

Her stats are all fully parsed on the linked character sheet, so hopefully that is good enough for you electricjokecascade? Meaning when you look at the PDF character sheet that I have linked on her profile it parses out all of the +'s for her various stats. If that is not enough let me know. Otherwise I believe Reyondelee is fully ready to start this adventure on Monday. :) Can't wait to roleplay getting to know the other characters. Should be a heck of a lot of fun.

BTW Happy New Year to all!


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

Also incidentally, I gave Reyondelee enough skill points in craft (mapmaking) that her base is +9, so that should mean she doesn't have to actually roll to make the map, as 1 is the lowest she can roll. Perhaps we can have her roll periodically at calm intervals to see if perhaps she rolls high enough to get some finer details put into the map?


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

I'm looking forward to this one beginning. This should be fun group.

Contributor

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electricjokecascade wrote:
I'm starting to feel bad for the poor ol' residents of the Tomb.

I'm going to be so bummed if they just waltz through the Tomb. I want tears! Blood! Broken bones! Shattered spirits! Minds teetering on the precipice of madness!

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2 people marked this as a favorite.
Mike Shel wrote:
I'm going to be so bummed if they just waltz through the Tomb. I want tears! Blood! Broken bones! Shattered spirits! Minds teetering on the precipice of madness!

Gonna do my level best to break some hearts, femurs, and dreams. No worries about that! Though this is a crack crew. I may have to turn the Mud Sorcerer's Tomb up to eleven to get the job done...

And folks! Remember that tonight is the deadline to get your sheets done. Tomorrow I'm going to review me some crunch, and come Monday you can expect the first post introducing you to the delights of the tomb. Gird your loins, sharpen your +3 blades, string those composite bows of adaptation, and reinforce the bindings of your spell books. It's going to be one long descent into delight.


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Question: how does Greater Magic Weapon spell interact with my +3 Holy greatsword? Per the spell description, I can get a +3 bonus applied due to my level from GMW. But, I think I have seen something that says you can only get a numeric bonus up to +5 total. Anyone know the story on that?

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Greater magic weapon will not increase the bonus on a weapon unless the built in bonus is lower than that granted by the spell. Not sure what your caster level is on GMW, but I rather doubt it will do anything.

For example, if you cast it at caster level 12, and can give out +3, then only if the weapon is +2 or lower will it be of any use.


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Perhaps I need to adjust my weapon to a +2 weapon instead? That way, I will get the full bonus from GMW, if I am reading it correctly. And it's an hour a level duration, so I will have the spell active all day with two castings.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Yes, it might be more wise to make it that lower number and add heartseeker which is a +1 bonus. Heck, If you plan on casting that every day, I'd probably go with
+1 holy, heartseeker, bane evil outsider (or undead, or what you think is most appropriate).


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

That makes sense, Omar. Thank you for the suggestion.


That's what I did for my longbow :)


electricjokecascade wrote:
Mike Shel wrote:
I'm going to be so bummed if they just waltz through the Tomb. I want tears! Blood! Broken bones! Shattered spirits! Minds teetering on the precipice of madness!

Gonna do my level best to break some hearts, femurs, and dreams. No worries about that! Though this is a crack crew. I may have to turn the Mud Sorcerer's Tomb up to eleven to get the job done...

Great? ;)

RPG Superstar Season 9 Top 16

Hey folks, I just dropped a big setting post in the Gameplay thread for you guys to read at your leisure.

On Monday I'll post the actual kick-off post to which you'll respond with your actual actions, but feel free to ask me any questions that occur to you before then or roll any Religion, History, or Arcana Knowledge checks. Also, please feel free to expand on my post with a mood post of your own. That's a good opportunity to establish your PC and introduce him to the others.

Finally, don't worry about transportation to the tomb, as the module begins right outside it.

Enjoy!


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Nice intro!

I love the connection with one of the characters!


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Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

That was a cool intro, I will let the DM answer your individual questions as I do not wish to muck it up


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Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

I think anyone that believes that being an optimizer and loving a good narrative are mutually exclusive, need only look at the introduction of this campaign. I am awesomely excited about being a participant in this campaign. It looks to be a great deal of fun, and, I think, will weave a wonderful story. Kudos to all!

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