[AP] The Shackled City Adventure Path by GM Rutseg (Inactive)

Game Master Balacertar

Chapter 12 - ASYLUM

Cauldron map
Redgorge map
Current map

Campaign Index / Campaign diary
Loot sheet
Old loot sheet (Maxim)

Redgorge crafting possibilities
Skie's catalog (20% discounted)

Group Stealth (passive): -5 (Kikinnin)
Group Stealth (active): 5 (Kikinnin)
Group Perception: 27 (Marigold)
Group Sense motives: 30 (Marigold)
Group Spellcraft: 24 (Maxim)
Group Appraise: 23 (Maxim)


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Iron Gods: Iron maps;
Kikinnin Rouradont wrote:

These days, it's a mixture of pride and embarrassment, if I'm being honest. We've come a long ways, and there's light at the end of the tunnel, but I'm grinding my teeth that my lack of consistency in posting is gumming up our works.

Better days ahead, I keep telling myself.

Nothing to be embarrassed of. If Kikinnin is missed is only due to the great job you have done with him so far. You fleshed out a memorable character there sir! :)

Maxim Snaphånce wrote:

Cheers chief - like my Bror I'll endeavour to be a mite more consistent.

As for the campaign - a loving it still. I'll add my voice to Lil' Miss' in that I do find the high level combats a grind, but much of that is to do with the nature of the foes an' me sticking to Maxim's maxims lol.

Holy weapons a huge boon against our current antagonists, but Maxim ain't the religious type so its something I swallow in roleplay o'er rollplay.

Probably need to be more creative, and where I can't directly damage, then buff our front liners more.

What I am amazed at is how resilient we are. Some of the scrapes we get in I expect a few of us to drop, but attrition rate in combats has been super low.

I feel I do agree about high level play. It takes a lot more effort to reason out things and commit posts, time you otherwise could focus on roleplaying and story, or just to post more frequently and have a better pace.

I know some people love high level play. For me it can be fun, but I think one last book past level 12 should be enough, and it should have far less combats.

I think it is also about time. There have been a lot of memorable climax points in this campaign, that after 5 years you kind of feel a final success should be around the corner, but no, there are still two full chapters and a half ahead packed with the brains of the whole plot!

Probably ending the campaign on this dungeon would had been enough. But well, they wanted to reach level 20, and heck I have not reached that far never so at least for once let's see how that is!


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HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Eh...while extended periods of inactivity and slowdown are definitely not ideal for the longevity of a PbP game, I also feel that a breakneck speed tends to lend itself more readily to burnout if kept up for an extended period of time. In a case like our game, I think slow and steady will win the race in the end - we've got what's left of this book and two more to go? The finish line is starting to come into sight and everyone seems on board to get there, even if our individual posting habits may wax and wane a bit based on life circumstances. I'm happy to try and pick up the slack a bit more until everyone feels back on an even keel - after all, you guys have done the same for me during my own periods of 'blah' :)

And yeah, I feel like the group has definitely come into their own as we've leveled up and grown stronger! I definitely still sweat a little during certain encounters but it's not like it was back at the very beginning of the game when every other fight felt like an epic battle for our lives ;)


Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20

HI DM, let's maintain the Grapple. Sorry I could not dig deeper into the rules on that issue, just trying to keep up as RL is crazy busy ATM I'd rather post with some errors than not post at all.

---

On table top the highest level I reached was 21 as a player but just once.

The highest I ever reached as a DM was 36-38 (range of levels for the PCs in that group) in 3.5 days. I'd not do it again any time soon, too much work and these days not nearly enough time. Maybe if I was retired and still living near friends who I game with I'd try it again.


Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20

Kythel Spells:

0th – 4 Create Water, Detect Magic, Guidance, Resistance

1st – 5+D (Cure Light Wounds) Shield of Faith, Protection from Evil, Endure Elements, Bless x2

2nd – 5+D (Cure Moderate Wounds) [cast] Bear’s Endurance, Lesser Restoration x2, Remove Paralysis x2

3rd – 5+D (Cure Serious Wounds)[cast] Dispel Magic (cast), Protection from Energy x2 [1 cast], Magic Circle vs Evil [cast], Searing Light [cast]

4th - 4+D (Cure Critical Wounds), Blessing of Fervor (APG) [cast], Air Walk (cast), Holy Smite x2 [1 cast]

5th – 3+D (Ice Storm), Summon Monster V, Holy Ice (Ultimate Magic), Breath of Life

6th - 2+D (Cone of Cold)[cast] Heal, Summon Monster VI [cast]

7th - 1 + D (Elemental Body), Holy Word

Pearl of Power III (utilized for the day)
Pearl of Power IV (utilized for the day)
Kikinnin - Pearl of Power IV (utilized for the day)

Channels - 5/12


Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20

Wow, utilized a lot of spell resources already!


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Well, we have had several big encounters, a dragon, these two, and lots of small groups of demons...

Actually I just noticed that +4/+4 str/dex belt. That would give me an extra +1 to ac and +1 to reflex saves if nobody else wants it..


Shadow's Status
_JJ Surabar wrote:

Well, we have had several big encounters, a dragon, these two, and lots of small groups of demons...

Actually I just noticed that +4/+4 str/dex belt. That would give me an extra +1 to ac and +1 to reflex saves if nobody else wants it..

True, I just did not realize how long it had been since I last "managed" my resources list.

Have at the belt! Unless anyone else objects.


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

^Fine by me! I don't think there's anything in there that Marigold's just dying to have, though I suppose she could swap out her darkwood shield for the mithral buckler. Same AC bonus and such, but it'd be a little bit lighter. *shrug*


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Right, well if anyone wants a +2 to dex ioun stone, that is going begging, along with JJs +4 to STR belt. What belt does Kikinnin use?


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Apologies gang - have been remiss at updating the loot sheet. Once again am slammed at the moment so will likely be before Friday before I get time to catch up in game and quartermastering.


Iron Gods: Iron maps;

No worries, it appears Maxim has been cursed with having too much products to deal with :)


Iron Gods: Iron maps;

I decided to resolve this encounter narratively as three more lesser demodands feels a bit repetitive by now.

That said, if you do enjoy playing these lesser encounters, let me know.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Sounds like a fair way to handle the more or less trivial encounters to me.


Shadow's Status
GM Aerondor wrote:
Sounds like a fair way to handle the more or less trivial encounters to me.

Agreed.


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Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

It also gets our attention, when you kindly refrain from letting us roll over the next, likely deadly, encounter ;)

As for belts and the like, Kikinnin is currently sporting a +4 Con belt he likes just fine. If no one else cares to partake of the +2 Dex Ioun Stone and the Boots of Striding and Springing, the black beard will easily assume their benefits.


Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20

Kythel Spells:

0th – 4 Create Water, Detect Magic, Guidance, Resistance

1st – 5+D (Cure Light Wounds) Shield of Faith [cast], Protection from Evil [cast], Endure Elements, Bless x2

2nd – 5+D (Cure Moderate Wounds) [cast] Bear’s Endurance [cast], Lesser Restoration x2, Remove Paralysis x2

3rd – 5+D (Cure Serious Wounds)[cast] Dispel Magic (cast), Protection from Energy x2 [1 cast], Magic Circle vs Evil [cast], Searing Light [cast]

4th - 4+D (Cure Critical Wounds), Blessing of Fervor (APG) [cast], Air Walk (cast), Holy Smite x2 [1 cast]

5th – 3+D (Ice Storm), Summon Monster V, Holy Ice (Ultimate Magic), Breath of Life

6th - 2+D (Cone of Cold)[cast] Heal, Summon Monster VI [cast]

7th - 1 + D (Elemental Body), Holy Word

Pearl of Power III (utilized for the day)
Pearl of Power IV (utilized for the day)
Kikinnin - Pearl of Power IV (utilized for the day)

Channels - 5/12


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Not that it matters for this encounter, but my base init bonus is +4 these days.


Iron Gods: Iron maps;

Note taken, thanks :)

It has been a while since I do recheck those rollers in the campaign info!


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Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Hey all - managed to take a day off yesterday to recharge the powder and get my head straight :) Thanks for the patience shown!

Spent this morning catching up on posts and updating the loot sheet. Am currently allocating all the claims to items etc and putting any surplus items into the sheet.

Can everyone have a look and think if anything not claimed has been (and I've missed it) or takes their fancy.

Item of Note: Ring of Evasion (damned handy for someone... just sayin')

Maxim has upgraded his Ring of Protection to a +3, dropped his Ring of Featherfalling in favour of the Ring of Spell Storing, Minor and traded Shortsword +1 for Rapier +3 (he's a mercantile gentleman nowadays after all lol).


Iron Gods: Iron maps;

Because the exact positioning can be fuzzy, specially due to the air walk, I will let JJ tell whether he has remained within Kikinnin's circle versos evil.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

After next weekend, I'll be vanishing for a weeks tramping. Feel free to bot me for that time.


Iron Gods: Iron maps;

Thanks for the heads up! And happy tramping! :)

I guess temperatures are lower in the southern hemisphere right now, here are ramping up horribly as we deep into the summer.


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Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Temperatures are pretty chilly at the moment. Centre of the North Island was -11 yesterday. I'm hoping things warm up a little before I hit the hills with the boys.


Shadow's Status

Updating now, busy several days with the Holidays...


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Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Couldn't have timed that critical better, Maxim lol

Epic stuff, that


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Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20
Kikinnin Rouradont wrote:

Couldn't have timed that critical better, Maxim lol

Epic stuff, that

Agreed, I thought this one was going to be a crazy nail biter!


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

@GMR: What's the intelligence capability of Mindbite. Have got the weapons base value, but as an intelligent item it'll be worth more depending on its Ego and abilities.


Iron Gods: Iron maps;

Can a spellcaster cast while in elemental form?

As water elementals speak Aquan I guess he can do any verbal component. I am pretty sure material components are fused in his form body and he can not use that. I am unsure about somatic components, elementals are shapeless, but I lean towards yes, as they can basically take any shape.

For form of the dragon I am pretty sure casting works without problem as dragons are sorcerers themselves and Juraan has the Eschew Materials feat.


Iron Gods: Iron maps;

Hi! Indeed, life bubble will still be in effect! Around 4 hours remaining.

There is no need for you to take saves against the cloudkill, you just need to take into consideration the limitations to vision because of the cloud.


Iron Gods: Iron maps;

I forgot JJ was away, he is botted now!


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Back now!

Sorry, floods cut us off for a few days. Luckily we got out of the hills before they really hit, or we would be getting hungry by now. Still, half the town underwater.

Luckily the water went down fast too.
To put things in perspective, look at this video, where that jet board went, is what I drove through yesterday. Without the water still there, obviously.

crazy


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

That’s intense. Glad you’re talking about it with dry socks on.


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Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Oh I had lots of spare socks. Needed all of them.

Last hut someone else took my boots as well. Luckily they left their own behind. I'm trying to think charitable thoughts about it being dark and them making a mistake. But I'd spent hours waterproofing them, and the ones they left behind were... not so good.

Still made it out.


Shadow's Status

Crap, that's a hell of a vacation!

Glad you are ok.

---

I'll be posting today, been a crazy several days! (Not insane flooding crazy but business is picking up so a good crazy).


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Iron Gods: Iron maps;

Holy crap, that is insane! I am sorry the days off turned that way :(

There have been the worst floods in decades in central Europe this week too. Hundreds of people disappeared in Germany and the border between Belgium and the Netherlands, with many towns devastated by the waters.

Meanwhile someone pushed furnace button in Spain and the EEUU and left it turned on.


2 people marked this as a favorite.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Well, it was an adventure for me and the boys. Trip back a bit boring as we were stuck in Westport waiting for the roads to open, which was damp and had nothing open. Local cinema was a refuge centre so not playing movies, library shut as staff were helping out. Wandering around looking at closed shops and a river in flood. Felt like we were disaster-tourists at times. Better than being stuck without food on the track through.


Iron Gods: Iron maps;
Maxim Snaphånce wrote:
Not sure of the Miss % re: ruling on Ghost Touch negating incorporeal miss chances?

I am not sure about this, ghost touch talks about incorporeals, but the creature types entry for incorporeal does not say anything about them being ethereal. The blink makes the creature ethereal, and apparently being able to see invisible creature helps.

Maybe on previous versions of D&D incorporeals were ethereal creatures?


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Incorporeal and Etheral are similar but different in PF.

I think they may have been the same in 3.5, but that is stretching back a ways.

A wraith is incorporeal, but not etheral. That is, it exists on the material plane, but without a body.


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Agree on the above - but believe the effect is not an innate ability but due to Blink spell... :)

Blink Spell (Exhibit A):

You “blink” quickly back and forth between the Material Plane and the Ethereal Plane and look as though you’re winking in and out of reality at random. Blink has several effects, as follows.

Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).

If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.

Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane (but they might affect targets on the Ethereal Plane).

While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). Although you are only partially visible, you are not considered invisible and targets retain their Dexterity bonus to AC against your attacks. You do receive a +2 bonus on attack rolls made against enemies that cannot see invisible creatures.

You take only half damage from falling, since you fall only while you are material.

While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled.

Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.

An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.

An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.

Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.

Incorporeal Condition (Exhibit B):

Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects.

Ghost Touch Weapon (Exhibit C):

A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature’s 50% reduction in damage from corporeal sources does not apply to attacks made against it with ghost touch weapons. The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as both corporeal or incorporeal.


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Iron Gods: Iron maps;

You are level 16th now! ;)

Once you level up, recover used abilities as if you have had a full rest.


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Bwee!

This is my weekend to work so it might take a day or two before I can sit down and get Marigold leveled up, but I'll try and get it done as soon as I can :)


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Woo hoo, playing with the big kids now. And a stat bump too!


Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20

Terrific!

FYI, I will be away from Friday through next Monday so please bit me if necessary, I'll try and level up tonight.

If no one else wants the belt, I'll take it, I have a +4 to Con only at the moment so that would be a nice upgrade!


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

16th Level - quality :)

Might be a day or so before Maxim levels up.


Iron Gods: Iron maps;

I will be on trip for the next week with no access to the tools I usually use to GM here. To make it worse my touch screen stopped working just yesterday. Hence, do not expect much input from my side through all next week.

Fortunately, that means you have time enough to make a perfect level up to 16th! :D


Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20

OK!

With the general lack of response I'm going to assume everyone is ok with me taking the new belt and tossing my old +4 Con belt into the group fund ;-)

Level 16 - Cleric 14.

+1 to Wisdom - now 20 (+1 to Will saves and spell save DCs)
+1 BaB,
+1 Fortitude and Will saves,
+1 6th & 7th level spell per day!
+1 Hero Point

HP = 1d8 + 2 ⇒ (3) + 2 = 5

Skills - +3 Skill Points - +1 Perception, +1 Stealth, & +1 Disable Device

With the new belt, +2 to Reflex saves and Initiative and AC.


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Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

yes, please do so.

Normally we do hp as half max +1.


Shadow's Status
_JJ Surabar wrote:

yes, please do so.

Normally we do hp as half max +1.

Thanks, I always forget...

So new HP total is 7 not 5 higher.


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

16th Level Up

+1 Hero Point
+1 DEX

+1 Level of Arcane Trickster

Spellslinger 6/UC Rogue 4/Arcane Trickster 6

+1 BAB
No Change to Saves
+1 CL (CL12; additional 5th & 6th Level Spell/Day)
+1D6 Sneak Attack (now +5D6)
+6 HP (4 from class, 2 from CON)
+7 Adventuring Skill Ranks; additional ranks taken in: Disable Device, Escape Artist, Knowledge (Arcana), Knowledge (Local), Perception, Spellcraft & Stealth
+2 Background Skill Ranks; additional ranks taken in: Appraise & Sleight of Hand


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Marigold - 16th Layer:

+10 HP (5 + 4 Con + 1 FCB)
+1 BAB
+1 Str
+1 Will Save

+1 7th Level Spell Casting/Day
Gain 8th Level Spells (3 Castings/Day)
Gain 8th Level Spells - Holy Aura, Mass Cure Critical Wounds
Gain Mystery Spell - Sunburst (8th)

+5 Skill Points - Diplomacy, Fly, Perception, Spellcraft x2

+2 Background Skill Points - Kn. History x2

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