The Spiral Wanderers (Inactive)

Game Master adsapiens

Current Map - Offers Room


51 to 100 of 236 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Human* Slayer/Magus 3

I know clustering might invite more AoEs but it also makes it easier for me to protect people, and for Ezra to churn out healing. I'm going to take shake it off and paired opportunist for sure.

I'm not sure what to take for my third... I like lookout but with combat reflexes I can already make AoOs in the surprise round (and have a reach weapon) so it might not be that important... I do like outflank too, when I get to use it, but positioning may be a problem for me on that one... Is anyone definitely taking escape route? Maybe I'll take that just for your benefit...


male aasimar Paladin 12, Oracle 12, Bard 12, HP:220/220 FF.22 To.15. Fort:25 Ref:26 Will:26 Channel 14/14. Lay Hands 17/17. Divine Bond 2/2. Smite 4/4. Inspire Courage 26/26. Mythic Power 11/11. Initiative+10. Percept+24.

I will want to be in surprise rounds to get buffs started but I will have a solid perception check so lookout isn't vital.


The Chess | Maps, Handouts etc.

I'm loving the discussion so far, guys.

The next step is about the adventure you completed - it doesn't have to have been WotR, obviously; I used it just to place is in time for the starting moment. In fact, I think it'd be much cooler if it was something different and unique. Let's work our connections, and the rest leave with me :)


Male Human Fighter 1 | HP: 12/12 (14/14) | AC: 17 (T: 14 FF: 13) (-2 Enraged) | Fort: +4(+6), Ref: +4, Will: +2(+4) | CMB: +3(+5) CMD: 17 | Init: +4 | Perception: +7 | Bloodrage 6/6 | Hero Points: 1/1 | Ammo 28/40 | Active Conditions: None.

Nice.

I already mentioned the group in the story, I'll have to be more specific now and change some details. That is not, of course, the adventure you're mentioning, but it gives us a "first meeting" and an excuse to have had it.


[HP 10/10] [AC:15 T:13 FF:12 CMD:13] [Init +3] [Fort +1 Ref +4 Will +2] [Perception +5]

So from what I remember of Micah/Ezrah, their backstory currently includes the Worldwound and demon fighting.

My backstory can start just about anywhere that might have a large forest nearby. There's potential for weaving in the Haynes' story a bit, as mine has some paladin of Iomedae discovering Lyra and bringing her to a temple for training (though not necessarily training her themselves). But I do not know how likely they would have been to travel outside of the Worldwound/surrounding area.

I'm going to take some time to read over people's stories now. I believe my alias has been fully transferred over, but I need to do a spot check for any errors.


Serpent's Skull is a good one, in my opinion. And somewhat convenient for my character, personally.

Good for the group: It involves the prevention of a dead god arising again. A neat parallel to what we're doing now (trying to put previously dead gods back in their hole).

Good for me: Takes place in the Mwangi, so would give an easy way for me to join up with the rest of the crew. Drawn to Saventh-Yi when the rest of you were exploring it.

Also, now I think of it, good for the group as a whole, it gives a very concise, logical reason for why all of you would have met up: You all just happened to be on the same ship, boarded at different ports and headed for different destinations, but thrown together by the shipwreck.


[HP 10/10] [AC:15 T:13 FF:12 CMD:13] [Init +3] [Fort +1 Ref +4 Will +2] [Perception +5]

Downside - I think many people's backgrounds conclude (and then are set to merge in to everyone elses) after they've already gained a bit of power. Like the Haynes' have been fighting in the worldwound for a long while. I think we need something suitably high powered enough that each of us would want/need to band together to get through. So maybe not shipwreck, but we could build off of the last 1/2 or 3/4 of most of the APs, or make our own unique one.


Male Human Fighter 1 | HP: 12/12 (14/14) | AC: 17 (T: 14 FF: 13) (-2 Enraged) | Fort: +4(+6), Ref: +4, Will: +2(+4) | CMB: +3(+5) CMD: 17 | Init: +4 | Perception: +7 | Bloodrage 6/6 | Hero Points: 1/1 | Ammo 28/40 | Active Conditions: None.

@Lyra: Yes, I left it that way on purpose, because we needed to intertwin our stories (and I didn't know who was going to be selected). But that doesn't mean, for example, that we were level 2 after completing the adventure at the Silver Crane Monastery - we could have ended this at a high enough level.

Also bear in mind that I have never completed an official AP (so I didn't know where to choose from, and of course didn't want to read anything in case I ever play it).

I am currently watching the Wrestlemania event (I am in a bit of a hurry to do it because internet spoilers are plenty); when I finish I'll do all the profile-reading work.


male aasimar Paladin 12, Oracle 12, Bard 12, HP:220/220 FF.22 To.15. Fort:25 Ref:26 Will:26 Channel 14/14. Lay Hands 17/17. Divine Bond 2/2. Smite 4/4. Inspire Courage 26/26. Mythic Power 11/11. Initiative+10. Percept+24.

I too am unfamiliar with the APs. If anyone wants to build the framework of a common backstory, I would be happy to fill it in with personal details.


[HP 10/10] [AC:15 T:13 FF:12 CMD:13] [Init +3] [Fort +1 Ref +4 Will +2] [Perception +5]

We should also remember there's always the option that not every person joins as a group at the same time. Then finally when we have gotten everybody, we get the common backstory started.


1 person marked this as a favorite.
The Chess | Maps, Handouts etc.

Hey guys,

There's no need to know about any AP, don't worry. The AP won't make much of a difference from now on - even because the "AP" would have been customized anyway.

I like the idea of using Serpent's Skull as a base. However, please consider just the theme of it; read about the theme if you want, so it doesn't spoil the module in case you decide to play it someday. All the enemies you fought and dungeons and places you had been were different. You didn't complete Serpent's Skull with this group; think as if you guys completed together "Snake's Cranium".

You were young and non-experienced when you start, and you basically started all together. I like the idea of starting in Mwangi: we can find a way to connect the story of everybody but Pakiru, which was a local guide your group hired when you went to those lands for whatever "insert artifact" or "save the princess" first "quest" you were in. He was the last one to join, but even that happened before your "previous adventure" started.

Pakiru was as tribal and spiritualist as the cliche Mwangi, but as you all spent the first levels together, you managed to bring him fully to the light side of the force (neutral to neutral good) and ever since them, you all have been an inseparable group.

Now we just need to "fill the blanks". Once this basic story is ready, I will complement it with the events narrated in the recruitment pitch and give you more information.

As for your summary underneath the character name: feel free to use whatever template you're comfortable with. We need the basics at least: race, AC, saves, HP, initiative, perception, senses, auras. Other than that everything is game, like classes or active effects. No need to make it more than a couple lines.

@Ezra and others: I don't recommend depending too much on consumables at all. Any type of consumable... Believe me. :-O


male aasimar Paladin 12, Oracle 12, Bard 12, HP:220/220 FF.22 To.15. Fort:25 Ref:26 Will:26 Channel 14/14. Lay Hands 17/17. Divine Bond 2/2. Smite 4/4. Inspire Courage 26/26. Mythic Power 11/11. Initiative+10. Percept+24.

Ok. Thanks for the feedback. I will focus more of my dailies on problem solving instead of relying on the scrolls.


[HP 10/10] [AC:15 T:13 FF:12 CMD:13] [Init +3] [Fort +1 Ref +4 Will +2] [Perception +5]

Oh okay, so we're all starting at low level together. I had in my mind maybe mid level and then the adventure that got us to 12 + M4.

Opinions on Ezra/Micah being the paladin(s) that stumbled across Lyra for training or should a fellow worshipper of Iomedae being shipwrecked just be a happy coincidence?


Male Human Human HP 45/45 | AC 17 T 13 FF 14 | CMB +4 CMD 17 | Saves F+7 R+8 W+4 | Init +4 | Perception +14
Micah Haynes wrote:
Is anyone definitely taking escape route? Maybe I'll take that just for your benefit...

Don't take it just for my benefit, I'm actually the least likely to need it due to a very high acrobatics (tumble +27) so will be able to generally avoid AoO's while moving against all but monsters with really high CMD. I more took it for a "everything has gone wrong, lets get all the allies out of the area safely then I will tumble away".

If there is something that would directly benefit your build, pick it up and I'll match it so you get the use out of it. Otherwise I can switch that over to Shake It Off - especially since you plan to be adjacent to allies for bodyguard anyway.


male aasimar Paladin 12, Oracle 12, Bard 12, HP:220/220 FF.22 To.15. Fort:25 Ref:26 Will:26 Channel 14/14. Lay Hands 17/17. Divine Bond 2/2. Smite 4/4. Inspire Courage 26/26. Mythic Power 11/11. Initiative+10. Percept+24.

Sounds fun. Always room in camp Ezra for one more!


Male Human Human HP 45/45 | AC 17 T 13 FF 14 | CMB +4 CMD 17 | Saves F+7 R+8 W+4 | Init +4 | Perception +14

Nesipho is also from the Mwangi expanse - but its a big place, and he left a number of years ago. It would be easy to write into my back story that I was returning, but ran into the group and went to "save the princess" (or whatever) which tied him up for a longer time than anticipated.


male aasimar Paladin 12, Oracle 12, Bard 12, HP:220/220 FF.22 To.15. Fort:25 Ref:26 Will:26 Channel 14/14. Lay Hands 17/17. Divine Bond 2/2. Smite 4/4. Inspire Courage 26/26. Mythic Power 11/11. Initiative+10. Percept+24.

If we can work out getting Flanking bonus' with a straight 3-man front line, I am willing to take a feat to help (like gang up or out flank).


[HP 10/10] [AC:15 T:13 FF:12 CMD:13] [Init +3] [Fort +1 Ref +4 Will +2] [Perception +5]

I'm probably taking Outflank, Escape Route and Lookout, since those will probably be most beneficial to me when they do apply.

Question: When buying our equipment, is combining effects like magic item creation allowed?
Like, could I take Feather Step slippers (2000) and Boots of the Cat (1000) and put them on one boot for 3500? (2000 + (1.5x1000))

I really like some of the lower level effects, and have some cash to spare. Found out I was overpaying for some things, and changed inventory a bit.

Edit:
Ehehehe. I just realized I can add the 'throwing' enchantment to my shortswords instead of investing in daggers. Combined with blinkback belt and quickdraw, I can throw my shortswords at normal attack speed.
Plus it's pretty much the only RAW way to sheathe a weapon quickly.


male aasimar Paladin 12, Oracle 12, Bard 12, HP:220/220 FF.22 To.15. Fort:25 Ref:26 Will:26 Channel 14/14. Lay Hands 17/17. Divine Bond 2/2. Smite 4/4. Inspire Courage 26/26. Mythic Power 11/11. Initiative+10. Percept+24.

@gm archlich, can you check over my scroll purchases? Some are over 4th level, but they are all pretty common.


Ezra Haynes wrote:
If we can work out getting Flanking bonus' with a straight 3-man front line, I am willing to take a feat to help (like gang up or out flank).

I have 15 ft. Reach, if that changes matters.

As for the Teamwork Feats, I suggest Bonded Mind and perhaps one of the other Feats that comes off of that. Because honestly, bonuses to-hit, damage, saves, etc. can be gotten a million places. The ability to silently, undetectably communicate with all your allies is MUCH harder to come by.

@Archlich: Sounds good to me, a minor change all in all. Though the "Your culture is primmitive, backward, and wrong, let me correct it" implications are uncomfortably strong there. If at all possible making it more "He doesn't see his previous actions as bad, but understands they are unacceptable to his current company and most other cultures as a whole" would be preferable.


[HP 10/10] [AC:15 T:13 FF:12 CMD:13] [Init +3] [Fort +1 Ref +4 Will +2] [Perception +5]

Oooh, I didn't even know Bonded Mind existed, that's very very cool. I'm all up for that.


Male Human Human HP 45/45 | AC 17 T 13 FF 14 | CMB +4 CMD 17 | Saves F+7 R+8 W+4 | Init +4 | Perception +14

Lyra, if you take bonded mind, which of lookout or escape route would you drop? I can drop the same to take bonded mind as well, while keeping the other so you have a team mate with it.


Human* Slayer/Magus 3

i agree that little bonuses to hit/damage aren't a huge deal but a couple people with outflank (to give each other AoOs) and paired opportunist (to share those AoOs with me) could result in a lot of extra attacks. extra attacks we could really use if we're going to be fighting things that the GM has come out and said will be breaking the typical action economy rules.

I'm up for bonded mind as my final feat (along with shake it off and paired opportunist) if most people are taking it. There are still a fair number of people taking paired opportunist, right?

I had also planned on the party forming more in the mid level range, but I can make some changes to our background to meet up with people earlier. Lyra, as aasimar we're pretty long lived so I don't think it would be too difficult for us to have found you and brought you to a temple (or our mother with us in tow). We (Ezra and I) also were thinking that we already would have been mythic as children... are we all supposed to ascend together? Or is it like fate/a huge coincidence that a bunch of mythic people all got on the same boat?


Male Human Human HP 45/45 | AC 17 T 13 FF 14 | CMB +4 CMD 17 | Saves F+7 R+8 W+4 | Init +4 | Perception +14

Updated my background to include time spent in Varisia, and boarding the Jenivere (taking the serpents skull AP theme as the choice for coming together).

Brief mention of meeting the group aboard the ship, save Pakiru, who we found early in our adventures in Sargava. A very brief synopsis of our adventures there and defeating the snake god. All subject to change of course.


[HP 10/10] [AC:15 T:13 FF:12 CMD:13] [Init +3] [Fort +1 Ref +4 Will +2] [Perception +5]
Nesipho Inkosi wrote:
Lyra, if you take bonded mind, which of lookout or escape route would you drop? I can drop the same to take bonded mind as well, while keeping the other so you have a team mate with it.

Most likely escape route. So my list would be Outflank, Bonded Mind, Lookout.


Male Human Human HP 45/45 | AC 17 T 13 FF 14 | CMB +4 CMD 17 | Saves F+7 R+8 W+4 | Init +4 | Perception +14

I'd be fine with bonded mind.

Several of the bonded mind follow up feats require a familiar or animal companion as a prereq. Does anyone meet that prereq?

Special delivery could be an interesting one to toss in on top of my spellstrike, but given you'd have to be adjacent to me, you'd probably already be in the thick of melee, so just doing the touch attack yourself is likely just as effective.

Share spells would probably have the most use for Kejak as the only one without high level casting.

Take the Hit (no animal companion required on this one) would be useful though. While Micah is setup to take blows for us, sometimes we might need to turn that around, or take hits for other allies that Micah is unable to protect.

Exceptional Aid I don't see as particularly valuable. If DC's are set such that we are needing massive stacking of Aid Another to succeed at, then that's a GM game balance problem IMO.


Male Human Human HP 45/45 | AC 17 T 13 FF 14 | CMB +4 CMD 17 | Saves F+7 R+8 W+4 | Init +4 | Perception +14
Lyra Tial wrote:
Nesipho Inkosi wrote:
Lyra, if you take bonded mind, which of lookout or escape route would you drop? I can drop the same to take bonded mind as well, while keeping the other so you have a team mate with it.
Most likely escape route. So my list would be Outflank, Bonded Mind, Lookout.

Okay. I'm switching out escape route for bonded mind then.


No Familiar here I'm afraid, I traded that and my Wandering Spirit for a limited version of the Oracle's Ancestor Mystery (and a bit of Time).


Male Human Fighter 1 | HP: 12/12 (14/14) | AC: 17 (T: 14 FF: 13) (-2 Enraged) | Fort: +4(+6), Ref: +4, Will: +2(+4) | CMB: +3(+5) CMD: 17 | Init: +4 | Perception: +7 | Bloodrage 6/6 | Hero Points: 1/1 | Ammo 28/40 | Active Conditions: None.

No companions or familiars either, sorry.

I'll put together the feats we want, linked.

Bonded Mind
Escape Route
Lookout
Outflank
Paired Opportunists
Shake It Off


Male Human Fighter 1 | HP: 12/12 (14/14) | AC: 17 (T: 14 FF: 13) (-2 Enraged) | Fort: +4(+6), Ref: +4, Will: +2(+4) | CMB: +3(+5) CMD: 17 | Init: +4 | Perception: +7 | Bloodrage 6/6 | Hero Points: 1/1 | Ammo 28/40 | Active Conditions: None.

Alright, background tweaked to fit the common story.

As for the feats, for now I'm sticking to Lookout (not to benefit myself, but to make others benefit from my Perception and Initiative), Bonded Mind (a superb idea, quite useful to tell you about weaknesses in-combat) and Paired Opportunists (part of the AoO combo).


male aasimar Paladin 12, Oracle 12, Bard 12, HP:220/220 FF.22 To.15. Fort:25 Ref:26 Will:26 Channel 14/14. Lay Hands 17/17. Divine Bond 2/2. Smite 4/4. Inspire Courage 26/26. Mythic Power 11/11. Initiative+10. Percept+24.

I am leaning toward bonded mind, lookout and escape route.


Human* Slayer/Magus 3

so I would be the only one with shake it off?
and kejak and I are the only ones with paired opportunist?
i may need to make more changes...

Sundakan- can you please start posting from your alias so we can see your fluff and crunch without having to go hunting each time?


Male Human Fighter 1 | HP: 12/12 (14/14) | AC: 17 (T: 14 FF: 13) (-2 Enraged) | Fort: +4(+6), Ref: +4, Will: +2(+4) | CMB: +3(+5) CMD: 17 | Init: +4 | Perception: +7 | Bloodrage 6/6 | Hero Points: 1/1 | Ammo 28/40 | Active Conditions: None.

I guess Nesipho is taking Paired Opportunists as well, isn't he?


male aasimar Paladin 12, Oracle 12, Bard 12, HP:220/220 FF.22 To.15. Fort:25 Ref:26 Will:26 Channel 14/14. Lay Hands 17/17. Divine Bond 2/2. Smite 4/4. Inspire Courage 26/26. Mythic Power 11/11. Initiative+10. Percept+24.

No one else jumped on shake it off, and my saves are solid, so I gave up on it


[HP 10/10] [AC:15 T:13 FF:12 CMD:13] [Init +3] [Fort +1 Ref +4 Will +2] [Perception +5]

We should re-list what people are planning on taking right now, I'm a bit lost at the moment.

Outflank, Lookout, Bonded Mind


Male Human Fighter 1 | HP: 12/12 (14/14) | AC: 17 (T: 14 FF: 13) (-2 Enraged) | Fort: +4(+6), Ref: +4, Will: +2(+4) | CMB: +3(+5) CMD: 17 | Init: +4 | Perception: +7 | Bloodrage 6/6 | Hero Points: 1/1 | Ammo 28/40 | Active Conditions: None.

Bonded Mind, Lookout, Paired Opportunists.


HP: 144/144| AC: 31 FF: 22 Touch: 22 CMD: 35 | Init: +12|Fort +14, Ref +17, Will +23| Perception +22, Sense Motive +22| Scent, Blindsense, and Blindsight when eyes are closed
Micah Haynes wrote:

so I would be the only one with shake it off?

and kejak and I are the only ones with paired opportunist?
i may need to make more changes...

Sundakan- can you please start posting from your alias so we can see your fluff and crunch without having to go hunting each time?

I prefer to keep my OOC posts on my OOC alias, but if it'll help you for now, sure.

Given the current Feats taken, I'm probably taking Bonded Mind, Lookout (to set up for others, since I can always act in the Surprise round), and Outflank.


Male Human Human HP 45/45 | AC 17 T 13 FF 14 | CMB +4 CMD 17 | Saves F+7 R+8 W+4 | Init +4 | Perception +14

Outflank, Paired Opportunists, Lookout, Bonded Mind


The Chess | Maps, Handouts etc.

Hey guys! Some excellent Teamwork Feats being chosen here, huh? I like Bonded Mind and the follow up "Take the Hit". I like Broken Wing Gambit and Tribe Mentality too.

I'll post something more complete later today, with answers and whatnot. Stay tuned :)


Human* Slayer/Magus 3

I already have in harm's way, so take the hit doesn't really do anything for me (I have unlimited AoOs so, with bodyguard, I'll always be using aid another to improve the AC of everyone adjacent to me).

Lyra- if you're going to be invisible most/all of combat you should switch outflank to paired opportunist... you don't flank while invisible (per GM's earlier comment) so you won't get (or grant) much use of outflank, but paired opportunist will work while you're invisible.

I'm torn on my 3... bonded mind only really works if we all take it, which seems to be the case. So, I'm torn on my 2 others... being able to get bigger during the surprise round (with lookout) will increase the number of AoOs I get at the beginning of combat, which will help with making things want to attack me; but the more people who take both outflank and paired opportunist the better our chances of triggering AoO chains (probably yielding more AoOs for me overall, and certainly more total AoOs for the party)...

I guess I'm tentatively going with:
bonded mind, outflank, paired opportunist?


HP: 144/144| AC: 31 FF: 22 Touch: 22 CMD: 35 | Init: +12|Fort +14, Ref +17, Will +23| Perception +22, Sense Motive +22| Scent, Blindsense, and Blindsight when eyes are closed

I forgot Paired Opportunists lets you take extra AoOs. Better that than Outflank for me.


male aasimar Paladin 12, Oracle 12, Bard 12, HP:220/220 FF.22 To.15. Fort:25 Ref:26 Will:26 Channel 14/14. Lay Hands 17/17. Divine Bond 2/2. Smite 4/4. Inspire Courage 26/26. Mythic Power 11/11. Initiative+10. Percept+24.

Going bonded mind, lookout, paired opportunist


[HP 10/10] [AC:15 T:13 FF:12 CMD:13] [Init +3] [Fort +1 Ref +4 Will +2] [Perception +5]

Good point Micah. I'll switch to paired so that the feat actually functions, haha.

So:
5/6 Lookout
6/6 Bonded Mind
5/6 Paired Opportunists
3/6 Outflank

Sounds as good as we'll really get with 4 real nice options.

I'm gonna repost my question just so it doesn't get lost in all the posts:
When buying equipment, can we use the magic item creation rules for multiple enchantments? IE Featherstep Slippers (2000) + Boots of the Cat (1000) = Both for 3500


Human* Slayer/Magus 3

Being the only one without lookout is going to suck... I wonder if I have a normal feat I could trade out for it...


Male Human Human HP 45/45 | AC 17 T 13 FF 14 | CMB +4 CMD 17 | Saves F+7 R+8 W+4 | Init +4 | Perception +14

I don't know that it will be to critical for you. Your combat reflexes will still allow you to use bodyguard on allies during the surprise round.


Human* Slayer/Magus 3

I know, I'm just not sure I can trust everyone to stay where I can help them if you all get to act for a round without me ;)

Also, it would be nice to get a quick buff off, and using it to get bigger should increase the number of AoOs I get at the beginning of combat.

I have extra rage, which I could give up pretty easily... losing those six rounds of rage will definitely increases the chances of me needing to use recuperation periodically though... thoughts?


Male Human Human HP 45/45 | AC 17 T 13 FF 14 | CMB +4 CMD 17 | Saves F+7 R+8 W+4 | Init +4 | Perception +14

What ability are you using to get a size increase? If it is a enlarge person spell that is a 1 round casting time (lots of people miss/overlook that with that spell).

I don't think using recuperation would be an issue. If you are out of rage, likely the rest of us are running low on spells or other per day uses, so would be just as likely to need to recuperate.


Human* Slayer/Magus 3

Not necessarily- i multiclassed into dragon disciple so I only have the rounds of rage of a 5th level bloodrager...

I can't use enlarge person on myself, I'm an Aasimar... I'll increase my reach with long arms, monstrous physique 3 (which I can use to become large or huge), or fluid form. All of which are standard action casts IIRC.


Probably too late to change it now, but if Bodyguard is your main focus, the Ulfen Defender/Furious Defender might have been a better fit. Being able to follow after your chosen companion as an Immediate action is excellent for that, and you'd have full Rage progression.


Human* Slayer/Magus 3

no. i r dragon! rawr

1 to 50 of 236 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / The Spiral Wanderers Discussion All Messageboards

Want to post a reply? Sign in.