To The Nine Worlds
(Inactive)
Game Master
Signore di Fortuna
Chosen by Woden, our adventurers search for the lost gods. Combat Map
So I take it that no one good comes to mind? :P
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
I'm cool with that if Henry is okay with it. Whatever takes the stress off of him, as long as it isn't too much for you to have to deal with.
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
We just don't know enough people.
♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2
The people I know are either having trouble keepingup with games they're already in, or don't really....well... meet the needs of one of Henry's games.
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2
So I should have a cleric created by later tonight, probably after you guys go to bed though.
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
Always after we go to bed :P
♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2
heheh usually the case, that's when it slows down or I get off work :P
Female Aasimar Warpriest 12; Mythic tier 3rd (Marshal); HP: 102/102; AC: 25(28), FF: 19, T: 14; Init: +5, Fort: +12, Ref: +7, Will: +15; Perception: +9
Yeah well...we just couldn't stay night people. It was killing us.
♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2
I don't blame you. It's not something that works well for more than a few years.
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
We did it for over five....well...more than that for me because the last several jobs I had were overnight jobs. Less people to deal with....except with the hospital.
Annnnd that's my cue to go to bed because I'm posting as the wrong person. Lol
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
I'd been working nights for like...the last 10 years or so....so yeah..my body was done with that crap.
♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2
Well I'm glad you got out when you did.
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2
♀ Human Cleric 4: HP 28/28/: AC 18 Touch 10 FF 18 : Fort: +6 Reflex:+1 Will:+8 : Channel 5/7 Rebuke Death 7/7
Rolling for 2nd/3rd level hp
2d8 ⇒ (2, 6) = 8
Sorry I never answered your question about archetype. Neither one was really good, though Crusader is a bit more useful than Merciful Healer.
Male Human Cleric (Merciful Healer) 3 HP: 25/25, AC: 17, T: 10, FF: 17, F: +4, R: +1, W: +6, Init: +0, Perception: +3
♀ Human Cleric 4: HP 28/28/: AC 18 Touch 10 FF 18 : Fort: +6 Reflex:+1 Will:+8 : Channel 5/7 Rebuke Death 7/7
Yeah I figured Crusader but taking Helaing as the sole domain so having some melee presence for the bonus feats, but extra cure spells. Not quite done yet but mostly.
♀ Human Cleric 4: HP 28/28/: AC 18 Touch 10 FF 18 : Fort: +6 Reflex:+1 Will:+8 : Channel 5/7 Rebuke Death 7/7
To sort of be in synch with the rest of the party I equipped her with 2nd level wealth instead of 3rd
♀ Human Cleric 4: HP 28/28/: AC 18 Touch 10 FF 18 : Fort: +6 Reflex:+1 Will:+8 : Channel 5/7 Rebuke Death 7/7
Loving the new name on this one as well. Let me know how and when you want to introduce Dagmarr
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
I think you could do it at any time now.
♀ Human Cleric 4: HP 28/28/: AC 18 Touch 10 FF 18 : Fort: +6 Reflex:+1 Will:+8 : Channel 5/7 Rebuke Death 7/7
I added a pnowledge planes check about the change in light levels.
♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2
Pathfinder does a great job of highlighting how terrifying a pack of wolves is. If you're badly outnumbered, you @#%%^ed
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F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
Yes..unless you're us and you have an awesome skald and healer on your side. Feel the love. Lol
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
Apparently I can't edit my character from my phone, so I'll have to wait till I get home to change it real quick before we leave.
♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2
Would you rather e wait until you can update the map?
♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2
Gotten pretty busy at work tonight.
It's alright, we probably need to head to bed shortly.
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2
♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2
Potion of invisibility -Jerrica
potion of owl's wisdom -Dagmarr (only Wis based character i think)
scroll of cure moderate wounds, scroll of magic weapon Sig
mwk full plate Thorgr
heavy steel shield
mwk flail -Thorgr could probably use a backup weapon and bludgeoning is good
6 light steel shield
6 rapiers
6 leather armors
6 hand crossbows with 118 bolts -Jerrica's proficient with Hand crossbow as a rogue
220 gp
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
Ohhhh....I was gonna just take the bolts and leave the rest of the armor and weapons since we don't have a bag of holding yet. I didn't know Jerrica could use them though. I'll need a few of the bolts though since I'm running low and I don't know when we'll find more.
♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2
♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2
Distribution suggestion
4 +1 frost bolts - These have Frostine's name written all over them
potion of CMW
4 vials of drow poison we don't play that dirty
2 vials of acid - Jerrica maybe. Emergency lock picking
+1 longsword -Dagmarr I guess. It's her weapon of choice
+1 chainmail -Medium armor so Sig/Dagmarr and Thorgr can use. I think Thorgr has better armor now. Sig's the only one without magic armor of the three.
mwk repeating heavy crossbow with 20 bolts, 66 gp - Good backup for Frostine if she runs out of spells, range keeps her away from melee.
Of course if this is all Hel's stuff then we just give it back to her.
♀ Human Cleric 4: HP 28/28/: AC 18 Touch 10 FF 18 : Fort: +6 Reflex:+1 Will:+8 : Channel 5/7 Rebuke Death 7/7
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
I forgot I could cast resistance....I'm so so sorry. I should have been doing that from the beginning.
♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
Can I just say.....DAAAMMMMNNNNNNNNNNNNNNNNNNNNNNN!!!!!! About that trailer.....now that looks cool.
Also, after this fight we should see where we stand and re outfit ourselves with what we can...but further investigation of these mines are gonna have to wait until we have some decent weaponry. Hopefully the Dwarves can get to enough iron to help us replace what was destroyed and help fix what was broken. We will sell everything we have that we don't need. I didn't realize that Jerrica had a type II bag of holding so I'm going through and seeing what things we might have kept from other fights that we might have had I known. We still have that +1 Chainmail Sig if you're interested...once we're done with these bastards.
I'm so pissed off at these nearly mindless creatures that it's not funny.
♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2
Masterwork Weapons 2 MW spears, MW Flail, MW Heavy Repeating Crossbow
Other Weapons Some Javelins, 5 Falchions, Composite Longbow (+3 Strength) and 12 arrows.
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
Thanks for the list...I have everything written down...it's just hard to know what we have. I went back and looked at stuff and we have some rapiers and leather armor as well. Stuff we would have taken, had I known about the bag of holding. Was the mw flail destroyed...or it's just being used now? I really hate that I didn't think about resistance until so late in this fight.
♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2
It just got destroyed with the second failed save
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
DAMN IT!! Why couldn't I have remembered that stupid spell sooner? I guess it wouldn't really have helped much except for when people were only like one off on the roll....our dice have not been kind to us lately. I need some water. I'm so thirsty.
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
I gotta cool off the house again too before I can go to sleep so I don't wake up sweating to death in the middle of the night again. I've just been feeling really hot...it's been off and on all day today. Like I was sweating like CRAZY ALL DAY...when everyone else was like, Ohhh it's so cold...stupid planets and stupid retrograde....I don't know what it is, but whatever it is....I hates it.
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♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2
Hope it's a cool night for you guys and that your body chills out.
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
I am really hoping that there aren't a whole bunch more of these bastards around here...but before we can explore any further to make sure...we need to finish off these two and get back to town to rest and try to...I don't know, replace...repair...even though some can't be easily replaced if at all. Jerrica's rapier...that just kills me.
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