The New World

Game Master Sai Ling

A new continent is discovered, and players take the lead in exploring and colonizing it.


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male Dwarf barbarian 3

Excellent work healing the badly wounded one Vallen, now he won't die as soon as he is crucified.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

You and the damn crucifixions...dwarves man...


male Dwarf barbarian 3
Gair Hearthseeker wrote:
You and the damn crucifixions...dwarves man...

Dwarven justice can be rough. Eating people is probably one of the worst crimes possible to us. And crucifixion is a message that should transcend all language and cultural barriers.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Lol. Poor acid-face will wish he was dead after Kal'tos gets a hold of him.


male Dwarf barbarian 3
Vallen Silverclasp wrote:
Lol. Poor acid-face will wish he was dead after Kal'tos gets a hold of him.

The other guy might be sorry he surrendered.


Indubitably Never 3d6
Vallen Silverclasp wrote:

Oops. I blame Gair for faking me out. First hide shirt to Hassan, who will look fabulous.

So 4 sharkteeth at 600 xp each, I'm assuming Jaws 2 (lol) was the Kuru leader at 700 xp, which is 3100 xp. How is this split up?

There are 5 of us. If the pcs and their magically-linked npcs are the only ones getting xp that's 620 for pcs 310 for auxiliary npcs. We have 7 other npcs with us though, which would cut down the xp to 258 each.

My question is- are we counting the supporting npcs on the adventure with us for purpose of experience splitting?

Sorry Vallen.

The XP listed are per encounter/per PC.

So Jaws 2 was the second encounter with sharktooths. 700 xp/5 of you=140.

The current total is 600 for each of you.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Ooh that makes sense! I was thinking "that's a lot of xp..."

I don't mind keeping track of my own xp, I just needed to know how to read your notes. If you don't mind, I added a header to your xp sheet with what you just said.


male Dwarf barbarian 3

Shameless promotion of my new deathwatch campaign that I am starting to recruit for. Deathwatch campaign


Male Human (Keleshite) Warrior 1 | HP 7 / 7 | (Mage Armor Inc.) AC 17; Touch 11; Flat Footed 16 | CMD 15 | Fort +3; Ref +1; Will +1 | Init +3 | Perception +2

How many of our settlers currently make up the foraging teams?


Indubitably Never 3d6

I don't remember.


Indubitably Never 3d6
Kal'Tos wrote:
Shameless promotion of my new deathwatch campaign that I am starting to recruit for. Deathwatch campaign

Looks cool.

I'm utterly clueless about the system or I'd roll up a character and pester you there.


Male Human (Keleshite) Warrior 1 | HP 7 / 7 | (Mage Armor Inc.) AC 17; Touch 11; Flat Footed 16 | CMD 15 | Fort +3; Ref +1; Will +1 | Init +3 | Perception +2

Can't it be reverse engineered from the rolls?


Indubitably Never 3d6

How many did there used to be?

The exact number is however many aren't doing something else.


male Dwarf barbarian 3
DM Nerk wrote:
Kal'Tos wrote:
Shameless promotion of my new deathwatch campaign that I am starting to recruit for. Deathwatch campaign

Looks cool.

I'm utterly clueless about the system or I'd roll up a character and pester you there.

The basic premise is a percentile system, things get somewhat complicated after that. Like every other RPG out there you can find material on the internet. It is set in the warhammer 40k universe so there is a ton of available background info.


Male Human (Keleshite) Warrior 1 | HP 7 / 7 | (Mage Armor Inc.) AC 17; Touch 11; Flat Footed 16 | CMD 15 | Fort +3; Ref +1; Will +1 | Init +3 | Perception +2

Looks like we'll need another tab on the spreadsheet then :P

I'll try to find the relevant information.

I have to admit I'm seriously curious though, how have you been determining how much food the foragers bring in if you aren't sure how many of them are working at it? If we added 10 more to the foraging teams, how would that affect the rolls each day? what if we only added 7 instead? How bad have the penalties gotten from overworking this hex?

I don't mean to sound ungrateful for the massive amount of work you're putting into this but these are things we need to understand if we're going to find a solution to the food problem. Any clarifications would be helpful.


Male Human (Keleshite) Warrior 1 | HP 7 / 7 | (Mage Armor Inc.) AC 17; Touch 11; Flat Footed 16 | CMD 15 | Fort +3; Ref +1; Will +1 | Init +3 | Perception +2

Ok checking back through the threads I comes out that there are 51 foragers currently working.

I believe this number included Istiel however so we can drop it to 50 and then another 5 for out exploring party so currently we have 45 foragers. We should do what we can to increase this number to 60-70 in my opinion. It will slow down some other projects but if we don't we're going to start running out of food quickly.

Speaking of our exploration party. They should be returning either tonight or tomorrow.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Hassan Antar wrote:

Ok checking back through the threads I comes out that there are 51 foragers currently working.

I believe this number included Istiel however so we can drop it to 50 and then another 5 for out exploring party so currently we have 45 foragers. We should do what we can to increase this number to 60-70 in my opinion. It will slow down some other projects but if we don't we're going to start running out of food quickly.

Speaking of our exploration party. They should be returning either tonight or tomorrow.

Agreed on increasing the foragers. Anything we can be doing to bring in more food asap will exponentially save lives down the line. When Gair and Ceuta get back, perhaps we should explore/forage as well?

I hope the exploration party will be returning tonight or tomorrow. On the plus side, that might be 5 less mouths to feed ;)


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I definitely plan on exploring some new hexes when we get back.

I really really hope the exploration party makes it back! Having a new hex to send foragers into will end up netting us a lot more than 5 more food/day at this point. I believe ours is getting fairly depleted...


male Dwarf barbarian 3

hopefully getting the boats fishing will also help


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Probably but I'm not sure that's going to amount to much more than a renewable source of survival rolls for a few of our number. Still helps though!


Indubitably Never 3d6
Hassan Antar wrote:

I have to admit I'm seriously curious though, how have you been determining how much food the foragers bring in if you aren't sure how many of them are working at it? If we added 10 more to the foraging teams, how would that affect the rolls each day? what if we only added 7 instead? How bad have the penalties gotten from overworking this hex?

Was that 51 before or after the first Harpy expedition returned?

After the Harpy folk returned, I figured out exactly how many people were foraging and split them up into 6 parties and came up with their total bonus. I made a note of how many there were in the thread and of course you're welcome to find it, if you like.

From there, I just kept using the same numbers as the day before, with a cumulative -1 penalty for exhausting local resources.

Adding people would add to the rolls. 6 people would add +1 to each roll. 12 would add +2, etc.


Male Human (Keleshite) Warrior 1 | HP 7 / 7 | (Mage Armor Inc.) AC 17; Touch 11; Flat Footed 16 | CMD 15 | Fort +3; Ref +1; Will +1 | Init +3 | Perception +2

That's after the additional 15 joined them from the Harpy survivors.

I can see where you made the switch to six groups (Day 9) but it doesn't look like you ever mentioned how many were in each group but the numbers seem to add about right.

It looks like on Day 10 you shifted the numbers quite a bit and also started looking at the math a different way. Lets see if I understand this correctly.

Presently we have 6 parties each made up of roughly 9-10 members. Each member adds a +2 to the foraging roll and each day we continue to harvest from this hex we suffer a cumulative -1 to each of the rolls, yes?


Indubitably Never 3d6

Mostly correct.

51/6 is 8.5 per group, or 3 groups of 8 and 3 of 9. Thus the different + to each group. Amended when the explorers set out because by making 3 explorers foragers it let me use the same bonus for each group of foragers.

What happened on day ten was I realized that since the amount of food generated is (survival roll-9)/2 it made my life much easier to apply the -9 to the roll, rather than the result.


Male Human (Keleshite) Warrior 1 | HP 7 / 7 | (Mage Armor Inc.) AC 17; Touch 11; Flat Footed 16 | CMD 15 | Fort +3; Ref +1; Will +1 | Init +3 | Perception +2

How many days of food would the NPC explorer team have take with them? 4 Seems a reasonable number given that their mission was supposed to be quick. That would mean we can cross them off the population list today.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Farm #1 and the Common Hall are now half finished.

Palisade #1 will be completed tomorrow if it going to be made out of wood. If I recall Gaross made his architecture check to speed up construction- He didn't state if they were going to be made of wood (16 days) or stone (32 days) however.


male Dwarf barbarian 3

I thought the plan was wood? Stone makes little sense when we cannot feed ourselves.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

I think Kal'Tos is right - the palisade will simply be expanded at 32 days to double its size, if I recall correctly.


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Indubitably Never 3d6

If I recall correctly, the second palisade was to double the size, the 16 days was to complete a wooden palisade and the 32 was to improve it to a stone palisade for double the cost. I believe that it was decided that the wooden construction would serve as a basis for the stone construction, allowing the wood palisade to be finished as construction began on the stone wall, but it was a long time ago, so I might misremember.

As far as the practicality of building a stone wall whilst starving, the capital has been spent, so the walls will be built. In theory, everyone could die and the walls would still be done on time, though I think I might bent the RAW in favor of a hint of common sense in that case.

I've been going back and forth about fishing. Since there's only the two of them at it, I don't think they'll deplete the resources as quickly as the 54? people you have foraging at the moment. It seems I decided to use the Profession: Fisherman skill the same way I use the survival skill, rather than making a profession roll for sp and expressing the results as 1food/5sp. They are at a penalty because I subtract 10 from the roll rather than the result to make my own life easier. There is a greater chance of them coming up with nothing this way, but I think their averages are higher.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Thanks for the clarification, DM Nerk!

It may be a fine distinction, and it doesn't matter now as Cueta has the same modifier currently, but might influence my sp distribution in the future, so I'll ask:

Can prof (sailor) be used to find food like survival and prof (fisherman)?

I only ask because I may not put the same amount of skill points into each skill going forward. Thank you!


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Sounds about right. With some better rolls, fishing will actually be a fairly impressive boon to our food supplies.


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Indubitably Never 3d6

@ Cueta ... Like how knowing how to drive doesn't help with knowing which wild plants are safe to eat, Profession: Sailor does not allow you to make Profession: Fisherman rolls. I would say that it would allow you to make survival rolls to fish, and thereby escape the increasing penalties for foraging in the hex. If you load up the boats with a dozen or so people, those penalties may start kicking in.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
DM Nerk wrote:
@ Cueta ... Like how knowing how to drive doesn't help with knowing which wild plants are safe to eat, Profession: Sailor does not allow you to make Profession: Fisherman rolls. I would say that it would allow you to make survival rolls to fish, and thereby escape the increasing penalties for foraging in the hex. If you load up the boats with a dozen or so people, those penalties may start kicking in.

Coolio... thanks, DM Nerk!


male Dwarf barbarian 3

As much as I don't want to bring this up I feel like a discussion on the subject is important.

With Ben out of the picture for a while I assume his characters will simply become NPCs until he can return. Do we need more than 4 PCs? We had a discussion on this topic when we lost our other initial member and from what I remember everyone was fine with only 5 PCs. I am happy whether we decided to add someone else or not, but feel the topic should be discussed.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

I agree that it is important - thanks for bringing it up!

I am happy either way, but if I had to come down on one side, I'd vote for bringing someone in. It would be good for tie-breaking purposes to have 5 around if something comes down to a vote.

Mostly, I think this is something that Nerk should have a lot of the decision on, however. DM Nerk, how would you feel about bringing someone in at this point? There will be a steep learning curve for a newbie to follow?

If we do end up recruiting, is there an area that you all would like to see recruited? Sorala will be going arcane when the time presents itself to level up and/or retrain, but I don't see that happening for awhile.

I think we have melee pretty well covered, as Gair plus whoever else steps in can usually handle that aspect. Diving obviously is fine. I think we've got plenty of face skills and knowledge skills as well. Scouting will take a hit without Ben around - Gair and I can do it, but not nearly as well. Arcane obviously is a deficiency. Ranged DPS could also be an issue. Cueta is never going to do much of this outside of the occasional javelin toss.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

At this point we could use someone proficient in arcane, ranged, or sneaking. A bard would fit well with our group at this point, but honestly anyone who can make daily checks to generate gp and build gardens is helpful!


Indubitably Never 3d6

I'm absolutely fine with bringing someone in. If we do decide to do that, I'll put another recruitment thread up. I will NOT push for any character type. I firmly believe that what matters is having a good player, who's playing what s/he wants to to play. If we end up with all human rangers and dwarven clerics who are engaged and having fun, I'd rather that than a carefully balanced party of rules-lawyering, semi-weekly-posting, cheese-wizarding munchkins.

Of course, whoever it is will be recruited by us, not just me, but I'm going to be looking at the player a lot more than the character.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

.... can I take a level in cheese-wizard? I want my 1st level spell to be Jalapeno Pepper Cheddar Missiles.

Hilarious mental pictures aside, I agree 100% with what Nerk said, and I'm fine with bringing in a new player.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I'd support bringing in another player as well. This campaign requires a lot of input and it would be nice to have another voice around.

I wholly agree that the player will matter far more than the character but it never hurts to have some ideas in the back of our mind.

I agree with Vallen that at this point a bard would actually be ideal. Gives us a little bit of everything we could use.

On the topic of ranged damage, Gair will actually be a fairly decent ranged combatant once he finally gets his bow finished. Put simply though, this isn't a great campaign for a ranged focused character due to the prohibitive cost of a decent bow.

I still haven't been able to come up with simple longbow yet, nevermind a composite one with a strength rating.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

We might find some bows, there are other elves out there. If they're still alive and kickin', they might trade for one. If they're all dead, well... I'm sure there's a +1 longbow that has survived the ravages of time somewhere in their ruins.

Speaking of dead elves, if the two elves that went scouting are dead, you could get yourself a shortbow. Always remember to loot your friends!


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

DM Nerk - I agree whole-heartedly that it should be about the player not the PC and I think it is cool that you won't be pushing for character types - some DMs do ask for specific roles in re-recruitments which is why I brought it up. But, I prefer your method to be truthful.

Gair, I agree that you will have some good ranged DPS. Of course, a dedicated archer will do better, but you and the dwarves' acid bolt thingies should serve us fine for the time being, at least until those flying demons show up. Then, at that point Cueta will probably just run away :)

All other things being equal, I probably would prefer not to have a bard, to be honest, because I've been designing Cueta to basically be a spell-less bard. I probably would have gone bard in the original build but ranger fit the backstory and character concept better, and there wasn't what I felt to be a strong martial submission at that point (Gair wasn't submitted yet - I thought your submission was very strong and was pretty pleased when I made the cut with you). So, I designed Cueta to buff, have a large, diffuse skill-point allocation, and be a party face. She doesn't do any of it as well as a generalist bard could, but it has been my design intent from day one to essentially fill that niche (minus the arcane casting of course). Now that I will be getting 10 sp/level next level and some "back" skill points with the Int increase, I plan on building up her social skill set better to further that role. So I guess what I'm saying is, I'd worry that bard would step on my character concept a bit, and I'd have to shift design midstream a bit more than I already have so that Cueta and Gair aren't too similar in function (not going ranged combat style, dropping the skirmisher archtype and focusing more on the maritime aspect that I had planned).

All that said, bards are of course a very diverse class with lots of options, so much like our two rangers, there is room for two bards, or a bard and a "bard" at least...


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Gair, would you like my shortbow until you get your longbow built? I'm not getting much use out of it and have 2 javelins and 2 throwing axes for opening rounds. With your rapid shot it would serve you better anyways.

And if you don't want it I could give it to Bern...


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

As a massive fan of bards in general I think you two could easily find an equilibrium but I do understand the concern. Either way, I'm excited for whatever we get in a new player.

While I wouldn't say no to the shortbow Ceuta, Gair is arguably better off with his sling at the moment, even factoring in rapid shot. Getting strength to damage is huge. Having a longbow will definitely shift that balance though. I just need to find the time to finish the damn thing.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)
Gair Hearthseeker wrote:
While I wouldn't say no to the shortbow Ceuta, Gair is arguably better off with his sling at the moment, even factoring in rapid shot. Getting strength to damage is huge. .

Especially with Kal'tos and myself available to cast Magic Stone. Synergy!


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Gair Hearthseeker wrote:
As a massive fan of bards in general I think you two could easily find an equilibrium but I do understand the concern. Either way, I'm excited for whatever we get in a new player.

I'm also a massive fan of bards - probably my favorite class. Which is probably why I've ended up with a "bard" instead of a ranger. :)

Gair Hearthseeker wrote:
While I wouldn't say no to the shortbow Ceuta, Gair is arguably better off with his sling at the moment, even factoring in rapid shot. Getting strength to damage is huge. Having a longbow will definitely shift that balance though. I just need to find the time to finish the damn thing.

I ran into the same issue - adding in my strength, it is just not worth it from my perspective to use the shortbow. The range on the javelin is almost as good and the damage output is better with strength. I'll ask around Newspring and see if anyone wants it. If not, you can at least have my arrows!


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Vallen Silverclasp wrote:
Gair Hearthseeker wrote:
While I wouldn't say no to the shortbow Ceuta, Gair is arguably better off with his sling at the moment, even factoring in rapid shot. Getting strength to damage is huge. .
Especially with Kal'tos and myself available to cast Magic Stone. Synergy!

Ach! I need to get a sling!


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

You can make one for free really, that's the beauty of slings!


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Where do we stand on the recruitment of a 5th player? It will likely take a few days to find someone suitable, we should start soon if possible.


male Dwarf barbarian 3
Gair Hearthseeker wrote:
Where do we stand on the recruitment of a 5th player? It will likely take a few days to find someone suitable, we should start soon if possible.

The GM said he would wait until he is back from his trip.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Yep, was looking in the wrong place. Still catching up on all the discussion :P


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

I'm not sure if we can retrain and generate gp at the same time.

Important rules for retraining:

Pathfinder PRD wrote:

-Retraining takes all your attention for 8 hours per day for a number of days based on what you're retraining.

-Unless stated otherwise, retraining costs gp equal to 10 × your level × the number of days required to retrain.

Nerk has not weighed in on these rules yet, I know he mentioned looking them over to see if they need to be tweaked. If the standard rules stay it would cost 50gp and 5 days of inactivity for our npcs to retrain.

Edit: Also, 16 days have passed and wooden palisade #1 is complete. 16 more days and it will be made of stone thanks to Dwarf Power.

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