Treasurefox's Rise of the Runelords (Inactive)

Game Master TreasureFox

Sunday, the 5th of Kuthona, 4711AR
Cloudy, strong wind (northwards).


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Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

I hope I'm not overplaying the fact that Kemras isn't terribly interested in helping people - I figure he'll become more idealistic the longer he sticks around the Shield.


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

Kemras is great! I love that he's mentally 'Ughhhhh why?'


Female CG Gathlain Bard (Arrowsong Minstrel) | HP 57/57 | AC 20, Touch 15, FF 16 | CMB +6, CMD 20 | Fort +5, Ref +10, Will +6 | Initiative +7 | Perception +11 (Low-Light)

It's definitely a great dynamic! Kemras has s~&$ to do.


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

It's not exactly that he's opposed to helping these people out, it's just... he feels like their problems won't be very intellectually stimulating or very dangerous for those involved. His interest in such things is limited.


Female CG Gathlain Bard (Arrowsong Minstrel) | HP 57/57 | AC 20, Touch 15, FF 16 | CMB +6, CMD 20 | Fort +5, Ref +10, Will +6 | Initiative +7 | Perception +11 (Low-Light)
Quote:
@Acoris, I notice you've got the skill Craft (wonderous item). If you want a crafting skill, I'll need you to pick an actual item, like craft (clothing), craft (jewelry), or craft (scabbards). Regarding making magical wonderous items, the craft skill only contributes to making the physical item, not its magical properties. Magical properties are done by means of Spellcraft. So for instance if you wanted to make a cloak of resistance, you'd start by either crafting (using craft (clothing)) or buying a cloak. Then you'd begin the wonderous item crafting, which would be spellcraft. Does that make sense?

I wanted to move this over to Discussion for a bit more clarity, mostly because I find the PF crafting rules fall somewhere between brittle and incomplete.

This makes sense in and of itself but I feel like there are a lot of wondrous items (including ones I've made) where it becomes increasingly unclear what the actual Craft subskill should be.

So far I've made a Belt of Incredible Dexterity and Cloak of Resistance, which both fit securely under Craft (Clothing), and I've made a Tuned Bowstring and Efficient Quiver, which I guess are maybe both Craft (Bows)? But then I've also made a Doomharp and I have no idea what that would be.

Happy to adjust my skill with a bit more input, though!


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Like I said before, you can buy nonmagical items and enchant them with spellcraft. So perhaps you have craft (clothing). For the efficient quiver, you literally bought a quiver, and then enchanted it.

Craft is for creating nonmagical items only (with master craftsman feat notwithstanding)
Spellcraft is for turning nonmagical items into magical items


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

Kemras: Somewhat exasperated by the locals. Maybe I should be making more Diplomacy rolls.


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I think Kemras is probably the least well-suited for this place, except perhaps for Acoris. Your ticket in is two-fold:
1. Do things for them to show that you're invested in the community (family)
2. Don't do bad things that piss them off

At the moment, Cleo and Furnok are tied for best reputation.
Kemras, Wabbit, and Acoris are tied for second place
No one's screwed up yet!


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

Yeah, Kemras doesn't especially care for rural communities, especially ones that demand you be magically scanned before entering. Call him paranoid, but he takes umbrage to that sort of thing. He liked being on the road with his caravan, back when he was doing that, though...

So he'll probably end up liking these strange adventuring types, even if they're frustratingly idealistic at times.


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I'm sorry for my absence recently. I'm struggling with feelings of being overwhelmed. Hopefully we'll get back into the groove soon.


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

I know the feeling, TreasureFox. My sympathies, and hope you feel better soon.


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

there's NOTHING wrong with taking a break or vacation from work, pbp etc when needed. Take care of yourself. We're here for the long haul. You never need to worry about putting this campaign on pause when you need a break.


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

no worries, sir. Health is important! or at least that is what the doctor's keep telling me.


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Thank you for your understanding, everyone :)
I'm doing slightly better, which is why I'm here haha

Hopefully Acoris is doing alright, as well


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

Man, that was a crap roll on my critical damage. Yeesh. Maybe I should've done the Studied Strike for an extra 3d6 damage...


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Is there a reason why you couldn't have done a studied strike? I'm under the impression that you could've crit and done a studied strike at the same time.


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

Oh, I could've, but I didn't want to expend the Studied Combat yet, in case he doesn't start bleeding out immediately.


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Okay, I understand. Thanks Kemras, I've never played with an Investigator before, so it's fairly new to me.


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

No worries. I've been studying a bit about them, so I'll help as I can.


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I'm still working on the specifics of your tattoo, Wabbit, but here's the basics to get you going:
Launching your serpent tattoo is a standard action that requires a ranged touch attack. You can target both creatures and objects. You've got a range of 30 feet.

The stuff I'm still working on is exactly what happens depending on the size of the target. The big guys I've figured out, it's the smaller ones that need more work.

If the target is at least 2 sizes larger than you: You're immediately pulled up to the target, and it counts as limb climbing.

They can try a Str check or Escape Artist check to get out, or the tattoo can be temporarily dispelled. If they succeed, you'll need to make a climb check to stay on them.


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Oh and I forgot to mention: I think 3/day is reasonable. This will keep you from turning into a snake-spiderman


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If you guys happen to be curious, here are the stats for a Crossbow, Turtleback Hunting

Type: Exotic Ranged (crossbow)
Cost: 400gp
Dmg (M): 2d10
Critical: 19-20/ x2
Range: 120ft
Weight: 24lbs
Dmg Type: P
Special: Requires 14 Strength
Reload: 2 Full-round actions. Rapid reload and similar abilities can reduce reload to 1 standard action. Cannot ever be reloaded faster than 1 standard action under any circumstance.

Besnik and similar hunters use it with a Vital Strike build. It's designed for infrequent shooting, such as hunting or ambushes.


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

Huh. Neat. Not actually a ballista/siege weapon then.


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

tattoo:
"Launching your serpent tattoo is a standard action that requires a ranged touch attack. You can target both creatures and objects. You've got a range of 30 feet.

The stuff I'm still working on is exactly what happens depending on the size of the target. The big guys I've figured out, it's the smaller ones that need more work.

If the target is at least 2 sizes larger than you: You're immediately pulled up to the target, and it counts as limb climbing.

They can try a Str check or Escape Artist check to get out, or the tattoo can be temporarily dispelled. If they succeed, you'll need to make a climb check to stay on them."

The standard action is rough. The vast majority of the time Wabbit would prefer to move and then attack as this would give him the ability to activate Limb-Climber and/or Underfoot Assault.

Allowing a charge attack as part of the Standard Action would make it see more use.

As a Standard action without an attack accompanying it, Wabbit would only use it when villians are not reachable through normal movement ie flying


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If the ranged touch attack's success automatically activates underfoot assault and limb-climbing, would that be enough to validate the ability?

My goal for this isn't to replace what you've got, but to give you something against those gargantuan enemies with ridiculous cmds, but pathetic touch ACs. Also to give a bit of utility for the objects/flying foes.


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

I think that'll work.


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

Wait, where are we going? xD


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5
Kemras Iuvescanu wrote:
Wait, where are we going? xD

this is where!


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

:)

Its still a thunderstorm, what time of day is it now though?


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

Sunset, I think the GM said.


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Kemras is correct. It's sunset. I'll leave the timing up to you, whether you want to do this during the night, or wait for morning.

You guys seem very keen on the werewolves first, so I'm trying to set that up as smoothly as I can. This isn't illusion of choice, it's player agency.


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

I don't love the idea of hunting werewolves in the dark. Cleo is probably more concerned with the army of ogres but will happily go with the hunting party.


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

Kemras is also more concerned with the ogres. Or potential magical origins of the storm.


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

Can we leave the werewolf to the townsfolk and the church if they feel capable of handling it? Wabbit would think an ogre army is the more dire threat and therefore more important.


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That's really good to know! I totally misinterpreted your priorities.

Feel free to steer to Ogres or the storm. Just asking to deal with something else, and leaving the werewolf to Robero would work perfectly well.


Wabbit the Paladin of Chaldira wrote:
Kemras Iuvescanu wrote:
Wait, where are we going? xD
this is where!

Why is it getting warmer?

Why are we going lower?

Why are we in a basket?


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:
Furnok of Ferd wrote:
Were-Rabbit

Now I'm going to have to make a wererabbit. Admittedly, I'm pretty sure it would only work with small creatures...


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

Man, I've been sitting on that realization for weeks now.


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

the last time Acoris posted in any of his campaigns was Feb 8th....Truly one of my pet peeves about pbp is the frequency at which players go radio silent/disappear with no notice. I promise you all if I become unable/unwilling to play anymore I'll give you all the courtesy of letting you know rather than leave you hanging.


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It's definitely frustrating, both as a player or a GM, to have a player just disappear without a trace. That being said, I brought in an extra player just in case someone left, so it didn't hurt the game.

I try to keep some compassion for the player who leaves. We don't know what's going on in their world. Sure they might have bailed because they gave up, and didn't want to tell the groups, but they also might have died. We have no way of knowing.
And also, I'd much rather have a player go silent, than one who actively seeks to destroy the game. Very different motivations, but I try to remind myself that there are far worse players.

There are also players who return. Sometimes they do fade in and out until I have to kick them, but there are others who actually stay dedicated. I would like to acknowledge those rare few who come back and stay.

I'm just happy to have people play these games with me. The ones who stick around are awesome, and I genuinely cherish them. I tell stories about them to my family (who do not care at all, and I know they do not care, and I tell them anyways).


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

I am confused on the river trouble image. Shouldn't the ferry be attached by a rope to the two sides of the shore? I had assumed the distance between our shore and the island was cause some of the water had flooded and cut off the island.

Now I have no idea. Maybe we should just try the bell?


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Many ferries do function by having a line tied to both ends of the shore. This one doesn't work that way. I call these ones "pendulum ferries", but it has a proper name that I don't remember.


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I am intentionally making it harder, since we're at 8th level. People at this level can have access to things like dimension door, water walk, fly, swim speeds, summoning spells with decent duration. Lots of possibilities to think outside the box, and not all of them are magic.


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Sounds like Furnok really doesn't want to swim unless he has to, and I think you guys have to prepare new spells otherwise, yes?


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

Alas, it seems so, yes.


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Do you guys want me to move forward?


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

Yes... Can't post anything else til tomorrow morning


Move along


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

I'm ready to move us onwards.


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

I guess that Kemras should summon an entropic squid, rather than a fiendish one. I'm not sure the latter would be a wise choice.

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