To Rappan Athuk (Inactive)

Game Master brvheart


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HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

@Lars......Lom has craft wondrous so the amulet and any other wondrous will cost 1/2


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

https://www.d20pfsrd.com/magic-items/wondrous-items/m-p/pearl-of-power/

relevant link on crafting.....If CL listed was a requirement there would be VERY few PoP available

@Lom crafting purchasing list?


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

https://www.d20pfsrd.com/magic-items/wondrous-items/m-p/pearl-of-power/


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

How long is this period of downtime going to be? It occurs to me (as an alchemist) it might be time to get entrepreneurial, if this is going to be a long wait.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

In Game:I'm certainly no expert on crafting....But I imagine it will take a little bit for our wizard Lom to complete our crafting requests

Out of character: I'd really like to get this crafting settled so we can get our new guys started in the campaign


HP 67 (67) | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)

I think it's a time issue more than anything else: one person can work on one item at a time, and it takes 1 day/1k gp of the base price.

Depending on the item, it can take months of game time.


HP 59/59 AC 30, T 13, FF 28, CMD 24, Fort +8, Ref +4, Will +9, Init +2, Percep +15

That would be why I just bought my items. We don't have forever.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Either we have time to take advantage of the crafting feat that our wizard generously took.... Or we don't, in which case he should be allowed to retrain it to something else


HP 59/59 AC 30, T 13, FF 28, CMD 24, Fort +8, Ref +4, Will +9, Init +2, Percep +15

Or we have some time, but not months. It's not black and white.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

If the minor, relatively quick crafting requests are getting to be too much NOW...Then later on as items get more expensive and take more time then the feat will certainly be worthless


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl
Lars the Crusader wrote:
Or we have some time, but not months. It's not black and white.

Adventurers have been going down the well for decades at least...I don't think this AP has a time crunch...

Rappan has legends and rumors about it. That doesnt happen overnight. We could ask the crazy old ex-mage in the inn how long ago his party went down the well...pretty sure it was more than a couple of years ago


HP 67 (67) | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)

With the list if items you want:

trapspringers gloves: 4 days
amulet natural armor +1: 2 days

Upgrading my +2con belt into a +2con/+2dex: 6 days

Boots of the Cat: 1 day

You're looking at 13 days crafting for your stuff alone (assuming he doesn't want to craft anything for anyone else or himself) and you would be without your belt for 6 days and without the full effect for 7 days.

Crafting is a long-term investment, but that's the tradeoff for getting the exact gear that you want, as opposed to whatever the GM throws at you/you can find to buy.

Super Quick Primer on Item Creation:

So here's a quick rundown on making an item.

First, you need materials equal to half the cost of the item. Next, you need a distraction free place to work. Finally, you need to have the feat.

Then it's just a matter of:

1) pick the item and note it's crafting requirements and base cost;
2) meet all the requirements or increase the DC of the spellcraft check by +5 for each missing prereq. Note that if the item requires a specific spell, you need an instance of that spell for each day spent creating an item (i.e. if you were making a +1 flaming sword, you would have to spend 8 days and have access to fireball, flame blade, or flame strike for each day you are creating the item and the person casting the spell uses a spell slot to empower the item).
3) spend the materials and number of 8 hour days (you CAN craft while adventuring, but the time spent doing so only counts as 2 hours/day, so it basically takes 4x as long).
4) once you have spent the time and resources, make a spellcraft check: the DC is 5 +CL of the item +5 for each prereq missing. If you succeed on the check you create the item; if you fail the check, you have wasted the time and money. failing by 5 or more means the item is cursed.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

"You're looking at 13 days crafting for your stuff alone (assuming he doesn't want to craft anything for anyone else or himself)"

yup...and that length of time will keep on increasing as the items we request get more expensive whether the Sisters craft them or Lom.

that's just the nature of crafting.


HP 67 (67) | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)

true. I was just trying to explain why I said what I said.


Personally I just don't allow the crafting feats as they have this kind hurry up and wait effect. In a campaign where there can be a time crunch, they are at least somewhat balanced. In absence of that, they are just a way to have twice as much magic as WBL would indicate (an no, before anyone even tries to claim it, doubling your WBL for one feat is utterly broken).


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

@buzz.... I understand your position.... It does have merit

My only suggestion to you in your campaigns would be to allow crafting for those with the arcane bond class feature for their bonded item and ONLY their bonded item.

I dislike familiars and vastly prefer bonded items.


Male Elf Evoker 8; HP 37/52 AC 17 (w/ mage armor), Perception+9, Init +13, Fort +3 Ref +5, Will +5, Longbow +5 (1d8x2)
Tracked Resources:
5/7 1st, 4/6 2nd, 2/4 3rd, 3/3 4th Wands: G 46/50 PvE 46/50 EP 47/50

Lomyldyr will purchase:

Wand of Acid Arrow (4500)
Wand of Magic Missile (750)

He will fabricate:

Cloak of Resistance +3 (2250)


Human Weapon Master 7 | HP: 70/70 | AC: 24, Touch: 16, FF: 19 | Fort: +9 Ref: +10 Will: +5 | Perception: +8 | Initiative: +8 | Reliable Strike: 1/1

@Lomyldyr, I think you might be halving of the cost to create the cloak with Craft Wondrous Items a second time? The 4500 for a cloak +3 is already half the cost to purchase it.


Male Human Rogue6/Clr1 Current Map

The CL for the Belt of Physical Might is 12. You were correct, but it is 2 stats of 2 so that is 2+2x3=12.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl
brvheart wrote:

The CL for the Belt of Physical Might is 12. You were correct, but it is 2 stats of 2 so that is 2+2x3=12.

@brvheart the CL listed at the TOP of the item description has NOTHING to do with the requirements to craft the item. The crafter does not have to be CL12 to craft the belt of physical might. The relevant requirements are listed at the bottom of the description under "Construction Requirements"

When and item Specifically calls out a CL requirement in the CONSTRUCTION REQUIREMENT section of the item listing at that time CL is a valid requirement
see

Cloak of resistance:

Cloak of Resistance
Source Ultimate Equipment pg. 264, PRPG Core Rulebook pg. 507
Aura faint abjuration; CL 5th irrelevant to construction
Slot shoulders; Price 1,000 gp (PFS Legal +1), 4,000 gp (PFS Legal +2), 9,000 gp (PFS Legal +3), 16,000 gp (PFS Legal +4), 25,000 gp (PFS Legal +5); Weight 1 lb.
Description
Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magical protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Construction
Requirements
Craft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonus; Cost 500 gp (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), 12,500 gp (+5)
-----------------------------------------------------------------------

In contrast look at the Belt which does NOT list this requirement in the construction section of the item

belt physical might:
Belt of Physical Might
Source Ultimate Equipment pg. 210, PRPG Core Rulebook pg. 502
Aura strong transmutation; CL 12th
Slot belt; Price 10,000 gp (PFS Legal +2), 40,000 gp (PFS Legal +4), 90,000 gp (PFS Legal +6); Weight 1 lb.
Description
This belt grants the wearer an enhancement bonus to two physical ability scores (Strength, Dexterity, or Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. These bonuses are chosen when the belt is created and cannot be changed.
Construction
Requirements
Craft Wondrous Item, bear's endurance, bull's strength, and/or cat's grace; Cost 5,000 gp (+2), 20,000 gp (+4), 45,000 gp (+6)
----------------------------------------------------------------

Look at the link below from d20pfrsd....The nice thing about this site is they post relevant FAQs and the source links to the FAQ next to items that are frequently a cause of confusion
pearls of power

I've included the contents of the FAQ in the spoiler....However, it is more easily read on the webpage rather than in the spoiler.

FAQ on CL requirements in crafting:
I looked over the magic item crafting rules and was unable to find an explicit statement on this question: Does creating a magic item require the creator to be of the same or higher caster level of the item itself? This doesn’t seem to square with the CLs listed for specific magic items; for instance, a Belt of Giant Strength +2 has CL 8th, but the only spell required in its creation, bull’s strength, has a minimum caster level of 3. Am I missing anything here?

Though the listed Caster Level for a pearl of power is 17th, that caster level is not part of the Requirements listing for that item. Therefore, the only caster level requirement for a pearl of power is the character has to be able to cast spells of the desired level. However, it makes sense that the minimum caster level of the pearl is the minimum caster level necessary to cast spells of that level–it would be strange for a 2nd-level pearl to be CL 1st. For example, a 3rd-level wizard with Craft Wondrous Item can create a 1st-level pearl, with a minimum caster level of 1. He can set the caster level to whatever he wants (assuming he can meet the crafting DC), though the pearl’s caster level has no effect on its powers (other than its ability to resist dispel magic). If he wants to make a 2nd-level pearl, the caster level has to be at least 3, as wizards can’t cast 2nd-level spells until they reach character level 3. He can even try to make a 3rd-level pearl, though the minimum caster level is 5, and he adds +5 to the DC because he doesn’t meet the “able to cast 3rd-level spells” requirement.
---------------------------------------------------------------

and Finally, the link below is from directly from the Paizo FAQ site
Paizo FAQ


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

@brvheart making a HouseRule where the CL listed at the TOP of the item description is an ADDITIONAL requirement in addition to the Construction Requirements at the bottom of each item listing is NOT unreasonable.

However, there will be some odd cases with this Houserule that make no sense, for example, requiring a CL17 to craft a Lvl 1 Pearl of Power.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

@Lom

the cost to craft a +1cloak is 500
the cost to craft a +3cloak is 4500
so is will cost you 4000 to improve your Cloak.

However, in the construction requirements
" creator's caster level must be at least three times the cloak's bonus"
so you'd need to be Lvl 9


Male Elf Evoker 8; HP 37/52 AC 17 (w/ mage armor), Perception+9, Init +13, Fort +3 Ref +5, Will +5, Longbow +5 (1d8x2)
Tracked Resources:
5/7 1st, 4/6 2nd, 2/4 3rd, 3/3 4th Wands: G 46/50 PvE 46/50 EP 47/50
Fantora Ossman wrote:
@Lomyldyr, I think you might be halving of the cost to create the cloak with Craft Wondrous Items a second time? The 4500 for a cloak +3 is already half the cost to purchase it.

Good point. Make it a +2 cloak then.


Male Human Rogue6/Clr1 Current Map

Let's to the pearl of power this way. CL 9 for level 1 and +1 for each level after.


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

According to Sorek, HERE

The party had the following potions of the following:

water breathing
levitate
lesser restoration
cure serious wounds
reduce person
fly
remove disease

During this period of downtime, Grelldar will use his formula alembic on all of the above, adding them to his formula book...

Further, there are 2 pots of green slime. I propose to keep those; they are devastating missile weapons against certain critters...


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

Further, he will also do his own barkskin and heroism potions (that I had forgotten about).


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

instead of upgrading his belt, Sorek will have Lom craft a +2 Cloak
2k gp

and a
Handy Haversack
1k gp

I think we're all set with crafting.

@brvheart... Are we going to meet the new members of the group while Lom is crafting in the Ferry?


Male Human Rogue6/Clr1 Current Map

yes


Human Weapon Master 7 | HP: 70/70 | AC: 24, Touch: 16, FF: 19 | Fort: +9 Ref: +10 Will: +5 | Perception: +8 | Initiative: +8 | Reliable Strike: 1/1

Is there an obvious tavern or inn where we would meet the party in the Ferry? I'm ready to start posting the a meeting if we're all set with gear at this point, but I don't know the spot I'm showing up to at all.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

yeah lets get this moving.

@Fantora yes there is an Inn in this very small town/outpost. I believe a great intro would be for your group to arrive in the ferry together (maybe just looking to make your way in the world by making the surrounding areas safe for civilization or you may be CRAZY enough to venture here looking for a group of adventurers to join up with lookin to venture into rappan (up to you).

But an easy hook would be for you all, would to happen to be in the Inn while we ply (Pappy, who I think was formerly a wizard/adventurer who has gone down the well, and was NEVER the same after facing the horrors of rappan)


Male Human Rogue6/Clr1 Current Map

Zelkor's Ferry is a very small hamlet with about 46 people, but there is a small inn. You would arrive by keelboat.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

"Okay, to answer your other questions, brvheart said that you were looking for a cleric and a fighter, and so I built a character that can either tank or heal.
My overall plan is/was to buff the group and be a high AC damage sponge. I would have taken Antagonize if I had the skill ranks for it."

You created a character based on brvhearts feedback and filled that role admirably. It is my own fault for not chiming in during the recruitment phase if I felt strongly enough about it.

With all that being said, if you want me to make a character that is more of a casting focused cleric (although to be fair, he wouldn't be a heal-bot because someone playing a "all I do is cast cure spells!" character is both boring and an active detriment to the group), then I am happy to make a new character and introduce it. I want to fit with what the group needs, but I wonder why you need a healer when you have two characters that can heal themselves as swift actions.

I would not enjoy playing a heal-bot either and would not ask that of you. I enjoy playing characters with varied tactical options and good action economy, as such I have a build saved up for when I get to fill the cleric role in an undead heavy game like RA, Mummys Mask or carrion crown

Sun God Cleric,TRIUMVERATE OF LIGHT - Arden, Arn, Vionir:

Human
Str 17
Dex 14
Con 14
Wis 14
Int 10
Cha 13

Cleric 5 Domains Heroism, Sun ....NOT HEALING :)
Soul Warden prestige class 1 level only= separate channel pool vs undead
Dawnflower Anchorite prestige class 1+ (for the Golarion Sun god but should be allowed for this campaigns Sun god)= progresses domain and channels and minor bard like buffing

fcb: +1 vs Outsiders SR

weapon: Longspear

Feats
1 combat reflexes
human bf: Armor proficiency heavy

3: power attack

5 Selective Channeling

7 Sacred Summons or Quick Channel

9 QUick channel or Sacred Summons

11 Divine INterference

important items
phylactery of positive channeling combined with headband wis/cha

This cleric can cast or summon as standard action, fish for AOOs, and channel as move action, immediate action save someones butt with DIvine interference. With some bard-like buffing

"Regardless, let me know and I'm more than happy to switch out."

@Bastion
I'm not the only player in this game. This is a team sport, here for everyone's mutual enjoyment. I just tend to be the most active and vocal. But ultimately my vote now counts as one of six, as it should be. I can see you are a veteran player from your post count so I'll defer to your judgement as to whether the group we have now will benefit more from a Reach Cleric, a caster Cleric, or your tank CLeric.

I'm truly ok with whatever you decide and welcome your character in whatever form it takes.


HP 67 (67) | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)

Like I said, I'm here to fill in with what your party needs, so if the group feels that a more casting focused cleric is needed, I can do that. Just let me know cause this is a good time to swap characters.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

I guess it's time for the others to chime in


Human Weapon Master 7 | HP: 70/70 | AC: 24, Touch: 16, FF: 19 | Fort: +9 Ref: +10 Will: +5 | Perception: +8 | Initiative: +8 | Reliable Strike: 1/1

@Bastion, I said it earlier, and it's still true. We should be fine with you playing the build you've made. I'm new to the group and have never done anything with Rappan Athuk, but I'm still confident saying that I'd rather have you play the character you want to play. Unless you specifically want to change anything for your sake I'd say leave it.


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

I tend to agree with Bastion's tactical point - kill the enemy and heal afterwards...


HP 59/59 AC 30, T 13, FF 28, CMD 24, Fort +8, Ref +4, Will +9, Init +2, Percep +15

Play what you like. I know this does get nastier, but we've got two divine buffer/tanks, and that's a good thing for when it gets ugly.


Okay, sounds pretty unanimous. I'll stick with Bastion.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Its not yet relevant as we're still in town but let's get a couple of things settled.

How do we want to set our marching order? Please comment with ideas. As there are many ways we could do this.

Some considerations are:
Sorek should be at point with his high perception and trapspotting talent)

Rear guard should have high perception (Lars or Bastion)

It would be nice to enable Fantora to get some shots off at the start of an encounter w/o having to fire through melee

Lom needs to be in the middle or middle rear(squishy caster)

Possible single-file marching order:
Sorek
Lars
Fantora
Lom
Grelldar
Bastion

Possible double-file:
Sorek, Lars
Fantora, Lom
Bastion, Grelldar

Possible diamond:
....Sorek, Lars.....
Grell, Lom, Fantora
....Bastion......

Possible Watch order:
Lom, Bastion
Sorek, Grelldar
Lars, Fantora


HP 67 (67) | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)

We should honestly probably have Grelldar and I on middle watch, since we both have good perception mods and darkvision.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Lom (low light vis), Bastion (good perc, darkviz)
Sorek (good perc), Grelldar (darkviz)
Lars (good perc), Fantora

I was thinking it would be good to split up our 2 characters with darkvision.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

alternate single file march order

Sorek
Lars
Bastion
Grelldar
Lom
Fantora

Which upon contact with enemy could transition into

a front line of

Lars/Sorek/Bastion
....Grelldar....

with Sorek and Grelldar wielding Longspears

and backline of

Lom/Fantora


HP 59/59 AC 30, T 13, FF 28, CMD 24, Fort +8, Ref +4, Will +9, Init +2, Percep +15

Lars is good towards the front because of high AC coupled with action economy that allows me to heal myself and attack at the same time. He's not the primary damage dealer, but he can certainly hold the line.


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

I can work from a 2nd line spot just fine.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

With a longspear and the longarm extract I don't think you have any problem reaching the enemy from 2nd row


HP 59/59 AC 30, T 13, FF 28, CMD 24, Fort +8, Ref +4, Will +9, Init +2, Percep +15

Phalanx fighting is a good idea as well, gets ride of allied cover penalties


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl
brvheart wrote:

Order of March and watch order?

I vote this:

Sorek, Lars
Fantora, Lom
Bastion, Grelldar

and this:

Lom (low light vis), Bastion (good perc, darkviz)
Sorek (good perc), Grelldar (darkviz)
Lars (good perc), Fantora

Question, are we designating a caller for general activity?


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

"Question, are we designating a caller for general activity?"

Caller? Not sure what you mean by that.

In dungeons when it comes to simple decisions like which way to go left or right down the hallway for example....Sorek being at the point typically makes these decisions without asking for feedback to keep the game moving. But when there is a significant decision I ask for feedback.

But in the interest of keeping the game rolling as far as I'm concerned anyone can pick direction of travel or which door to open first.

Other than that I find the "rule of three" works
First three votes in favor of a major decision wins
ie we want to open door to the evil antipaladin Saracek or bypass him because we're scared of a potential TPK


Dwarf ftr 8th NG hp 100/100 Init +2; AC 26, touch 12, flat-footed 24, Fort +11, Ref +5, Will +5 (+2 vs. fear); +2 vs. poison, spells, like abilities, Spd 20 ft. Darkvision 60 ft.; Perception +1 (+3 stonework), SM +10

Hello everyone, I want to apologize for disappearing like that for weeks. I could give you the play by play, but I am sure many people have been finding these last few months hard for many reasons. I just started picking up my other games and reading everything. I am waiting for surgeries and things have been up and down. I am currently at home and waiting for an opening in the schedule for my procedure.

Let me know if I can join back up or if you are happier moving on. I won’t be upset if the answer is no, I know I missed a lot and you have new blood.

I just didn’t want to disappear without letting you know I was still alive.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Baltor I'm sorry you've had a hard time recently. I wish you luck with your surgery.

I'm sure you can understand that displacing one of our new players would be unfair to them.

I'm not sure if brvheart would want to increase our player count to 7.

But I myself welcome the chance to play with you again. If not here, maybe another campaign.

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