WaterSprite's RotRL - Burnt Offerings (Inactive)

Game Master Joy


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Welcome to my Rise of the Runelords campaign. I'd like everyone to check in so I can make sure everyone chosen is still interested in playing.


Saves:
Strength +0, Dexterity: +6, Constitution+4, Intelligence +2, Wisdom +2, Charisma +7
HP 60/60 | AC 16 | Init +5 | Passive Perception: 18 darkvision | Inspiration: N

Signing in.


I'm here.

Shadow Lodge

Male Human

Reporting and able!

Will finish up spending $, altering stats/feats hopefully by end of day.

Nothing like a surprise project to throw a wrench in the weekend!


At first I read that as wench ...


Male Half-Elf Ranger 2

Hello, I am here! Do you want us to tweak characters one last time to make sure we mesh well? I also will spend the last of my gold once I get off work tonight, assuming my headache is finally gone.


Sure, tweak away. :)


Saves:
Strength +0, Dexterity: +6, Constitution+4, Intelligence +2, Wisdom +2, Charisma +7
HP 60/60 | AC 16 | Init +5 | Passive Perception: 18 darkvision | Inspiration: N

My current goal is to focus Pik on single target debuffing and let Manx handle aoe debuffing and control spells. If there are any spells in particular that you want cast on ya, just let me know and I can switch around my spell list. I'll also have a healthy supply of cure spells on hand and can use cure wands and such.

I ended up switching Survival to Heal since we have a ranger and an alchemist with survival and no one with Heal. I also ended up switching Pik's charisma with wisdom to give him a slight bump there.

For those that are more martially inclined, the AP apparently (from the synopsis of the books) includes fighting goblins early on and ogres/giants later. That might give a good indication as to what favored enemies you might want to pick. I also note this because Gervar would make a great dwarf. The crunch part of the sheet would stay almost exactly the same, but be better at fighting all the stuff we'll be running into during the course of the adventure. This, of course, changes his story a bit, so if you're partial to being human I understand sticking with it. :)


Male Half-Elf Ranger 2

As far as my ranger goes, he's an archer and plans to stick with that.

Skills, he has Handle Animal +4, Knowledge: Nature +4, Perception +11, Stealth +8, Survival +6, Knowledge: Local +4. Pretty much all of them fit the role he'll play - a scout who knows about nature, follows tracks, can train his future animal companion and knows a bit about humanoid enemies.

I already had chosen Goblin as my first favored enemy because of our level and the location. The guide said Sandpoint had goblins all over the place.

As for future favored enemies, humans are usually good. Giants are good, too, especially since they usually can hit pretty hard for their CR. I tend not to pick dragons and aberrations since most games just have a few, not enough to justify the studying. If I'm wrong on that, I can always make them one of my future picks.

As for spells, I like Haste. :) I'm sure the wizard will have the standard buffs. I'm guessing Pik is the party healer? We seem fairly strong, so you'll probably be able to do mostly out of combat healing except when the big bruisers come out to play.


Saves:
Strength +0, Dexterity: +6, Constitution+4, Intelligence +2, Wisdom +2, Charisma +7
HP 60/60 | AC 16 | Init +5 | Passive Perception: 18 darkvision | Inspiration: N

Oh, that's a good point. Pik's Patron is Time, so he'll actually have access to Haste. I'm actually happy to use most of my spells for buffing and healing and leave the control stuff to Manx. Pik has Hexes for his debuffing. And the occasional super-high DC ray of enfeeblement.

Shadow Lodge

Male Human

Thanks for the heads up! I guess we can figure out in game with some research/knowledge checks and some scheming, how best to handle each.

For the giants/ogres: I imagine countering their range (and increased damage die) will come into play.

As for the goblins the high stealth.

At the least Erodel should be able to (hopefully soon) use bodyguard/in harms way, to let the casters not have to worry about casting defensive for those high DC's!.


Four confirmed so far. Hopefully we will hear from our wizard and barbarian by this evening.


It may be worth considering the group buff over the ranger animal companion when we get there. A low level companion is fairly underpowered as far as things go and with three other characters rolling attacks and damage, the untyped bonuses will be pretty handy.


Male Half-Elf Ranger 2

It seems I can give half of my favored enemy bonus to everyone in 30 feet for two rounds vs. one enemy. That's a plus one vs. one goblin for two rounds at level four. Or I could have a pet that gives a flanking bonus against any creature.

It seems like that bonus would be better when it's used on something I have more bonuses on, like when he has plus six against something. I could see that really helping against a giant or a dragon. So that could be a good bonus for the group.


Well, keep in mind that the bonuses stack with everything else since they are untyped. And it only costs you a move action and is usable any number of times per day. I think that, especially as we get further, +attack/damage to 3 separate party members will be handier than giving +2 attack to one. The problem with a ranger animal companion is just that it is so low level that its ability to actually hit things really suffers so while handy for flanking, doesn't actually do much damage. Though I do agree that hunter's bond isn't all that helpful when fighting low level goblin flunkies =P


Saves:
Strength +0, Dexterity: +6, Constitution+4, Intelligence +2, Wisdom +2, Charisma +7
HP 60/60 | AC 16 | Init +5 | Passive Perception: 18 darkvision | Inspiration: N

Oh, Erodel, remember that we don't get a free campaign feat, but instead get a campaign trait. I think you mentioned switching it over in the recruitment thread, but I thought I'd make sure to mention it in case that wasn't you I'm remembering. (Though, I *could* just go back and check that thread, I suppose.) :P


Male Half-Elf Ranger 2

As I understand it, At level 11 I'd lose four attacks in one round to give the bonus for two rounds. So I'd only have a full attack action every other round to provide a small buff to attack one guy. That seems a bit weak, honestly.

A wolf gets a free trip with every attack and there are other animals too. I'll see if there are any other options.

Shadow Lodge

Male Human

Yea.. Im still torn about what to drop.. i'll have it swapped by EoD. Think I'll give up body guard, and then pick it up level 2.

Dont know how cheesy it would be to give up endurance, sleep in medium armor, and since I would be 'fatigued' the next morning, Country-Born would automatically negate it. AND have a +1 Will save on top.


Saves:
Strength +0, Dexterity: +6, Constitution+4, Intelligence +2, Wisdom +2, Charisma +7
HP 60/60 | AC 16 | Init +5 | Passive Perception: 18 darkvision | Inspiration: N
Erodel wrote:

Yea.. Im still torn about what to drop.. i'll have it swapped by EoD. Think I'll give up body guard, and then pick it up level 2.

Dont know how cheesy it would be to give up endurance, sleep in medium armor, and since I would be 'fatigued' the next morning, Country-Born would automatically negate it. AND have a +1 Will save on top.

Heh, my fighter in another game uses the Heart of the Fields alternate racial trait to do the same trick.


Male Half-Elf Ranger 2

Well, I had planned on doing an animal companion and shooting arrows as my character concept. I can give up the animal but I'll basically lose the benefit of all the feats I'll be taking to make extra attacks if I do the companion bond.

Honestly, a bard would provide better bonuses to the party and still be able to make his regular attacks.

So, I have a question DM WaterSprite. You know what we'll be up against. Will a ranger with an animal companion be able to contribute and pull his weight? Will I need to take the Boon Companion feat from Seeker of Secrets to make it an animal companion of my level, not my level -3?

Or will I need to just switch classes to either fighter to stick with the archer concept or Rogue like I pitched to you in the recruitment thread?


If the companion is key to your concept, I don't think that the group buff is a particularly large difference. You'll likely be fine with a companion. Though do think about what we're fighting when you pick an animal. I don't know how soon giant type stuff comes around, but tripping such things is going to be pretty hard.

Shadow Lodge

Male Human

Also, wolf might get squished on its way in vs Large creatures!!

(Removed body guard, will pick it up next lvl)

Planning on feats:
Lvl 2: Bodyguard
Lvl 3: Diehard

Am I missing anything important on my character?? Im thinking.. maybe tindertwigs/smokesticks? Some more caltrops?


Male Half-Elf Ranger 2

The animal companion wasn't part of the concept. The main thing I wanted was to make an archer. And you're right about the tripping. The animal will be large at level 7 (assuming I take the Boon Companion feat) and will be huge when I cast Animal Growth on it (about level 13 or 14, so probably near the end of the campaign if this is like most adventure paths.)

Lions and leopards also are decent choices for animal companions. I could even take a horse, but that might see a little too much like Mr. Ed. I'll wait and see what DM WaterSprite has to say. The themes and mood seem to be a big part of this game. I don't know how well trained animals, especially really big ones, will go with that.

As for feats, Erodel, I'm guessing you want Diehard so you can use a potion rather than fall unconscious? I wouldn't try another attack with HP that low. As for Bodyguard, who do you plan to be adjacent to when you provide the boost?

Oh, forgot something. Erodel, you don't want to wait any later than level 3 to pick up weapon focus since it's required for Weapon Specialization, which you can first pick up at level 4.

Also, is the DM alright with you being an Armor Master? I thought that was in Ultimate Combat, but it's so late right now I might be wrong. In fact, I'm going to bed.

Goodnight all!

Shadow Lodge

Male Human

Hmm good point. If its in melee, hoping to either boost our fellow melee combatants, (the barbarian, our alchemist if he plans to get into the mix, and the companion). Or if we are playing a keep away game, will boost the AC (its just regular AC, not touch?? It just says AC.. and its an untyped bonus... so I have no idea) of the ranged if we want to be trading ranged shots.

Aid Another (197 CRB): Just says +2 AC
Bodyguard (151 APG): Lets you do aid another as an AoO if adjacent ally is attacked.

As for Armour master that is another good point.. its up to GM. the differences are bonuses to touch, and giving up weapon training for DR/- depending upon armour worn.

But if it turns out that we are going to be extremely light in the melee department, I can forgo the bodyguard, and pick something up to try and be more threatening in the close range.

The goal for this guy is to throw ac/ DR at it, and redirect attacks towards him when they aren't aiming at him in the first place. May be a horrible horrible plan if giants are going to be boulder/log/house tossing, but hope to enjoy it either way!!

At least as a fighter I get lots of feats to pick from!!


I'm at work tonight and don't have the books with me. When I get home I'll skim through them again for a better opinion on how your animal companion would do. I believe I do recall an underground section in one of the later books though and was why I didn't want any cavaliers in the party. I hope to keep the mood dark, so any cute and cheery pets may not fit. I'll post more on this later in the morning from home.

The armor master is fine. It's just most of UC I don't care for, some of it is ok. I'm just picky and didn't want to allow anything that I felt wouldn't fit the theme and mood well enough.


Still hoping for the barbarian and wizard to check in. With the Barbarian we will be all set for the melee. If I don't hear from them tomorrow I will go back to the recruit thread and see who else I can get. I would like to start fairly soon.


I'm here and mostly ready to go. :)

I've been trying to think of a ranged weapon that would be appropriate for Gervar but I can't decide between the javelin and shortspear. I see him as picking up the bow or crossbow though as he travels, so that may work too. Thoughts?


Welcome Gervar, checking for future reference, will you be able to post on weekends?

Still nothing from the wizard so I will go back to the recruit thread and see if the other one is still available.


Yep, catacombs and dungeons. Definitely don't pick a horse. Other than that, I would prefer an animal that makes sense for where your character is from or has been.


I'm here!

And I do believe my character is complete, would you like it posted again anywhere? I have it as a google doc.


Ok, same question for as for Gervar, will you be able to post on weekends? I'm aiming for the whole party to be on the same posting level so that no one gets frustrated by either waiting or by missing out on things.


Generally yes, and throughout the day. I have pdf of most books but APG, so I can reference items while at work.

Weekends I usually am not on the pc all day, but will check in periodically. Depends on how many honey-do's i get.


I'm in pretty much the same shape as fnord :) I can post on weekends, by checkin throughout the day. During the workday, my post may not be too fancy as I'm posting from my phone, but I'll be posting :)


Male Half-Elf Ranger 2

My character should be ready. What tot do about the level four ability doesn't have to be decided early on. Small cat and dog both start as small and grow to medium. A bigger cat could take the alternative stat boost to avoid a size increase. As for what fits, we'll see where we are then and look at the bestiary charts.

I can post on weekends just fine. If I need to make any changes to my character or ammo, just let me know.


Saves:
Strength +0, Dexterity: +6, Constitution+4, Intelligence +2, Wisdom +2, Charisma +7
HP 60/60 | AC 16 | Init +5 | Passive Perception: 18 darkvision | Inspiration: N

I think Pik is good to go as well, barring any spell changes based on fnord's wizard. Though I think I've got him set up well to complement the other caster pretty well.

It looks like Manx is an alchemist (in skill) and Radoslav is an alchemist in class. Do you guys happen to know each other?

As for Gervar, is he a Shoanti barbarian or from further north (Linnorn Kings area, perhaps)? If Shoanti, we could travel and have arrived in the town together. Though I expect he's from a different tribe than Pik. Also, I mentioned this earlier in the thread, but just in case you missed it: the AP has a *lot* of stuff that dwarves get bonuses against (goblins/giants primarily) and your character would be almost exactly the same (numbers-wise) if it were a dwarf, including being proficient in the dwarven waraxe.


Elransil, I don't think you have to worry about the weekend posting question. I think it was specifically for the people that didn't check in for the two weekend days :P

As for character ties, I'm always up for them. My character can have made stuff, helped with stuff, or come to teach. Or whatever else works.

Shadow Lodge

Male Human

Erodel is locked and loaded!! Although can still spend some $.. on other things.

How much would a helm/greaves cost? I know it doesnt provide any mechanical benefit.. but wasn't really finding anything in the books. (Possible Apprenticeship Gift, handwaving?)

Good to go! Especially before I start looking at other feats...

Oooh shield focus +1 AC!! Missile shield!


Saves:
Strength +0, Dexterity: +6, Constitution+4, Intelligence +2, Wisdom +2, Charisma +7
HP 60/60 | AC 16 | Init +5 | Passive Perception: 18 darkvision | Inspiration: N

I noticed that we don't have anyone with diplomacy, so I've altered Pik again to fill that role. We're still low on social skills as a party, but I think we're passable in most emergency situations. I end up having to drop Heal, but our alchemist actually picks up Heal later on (through knowledge nature) so hopefully we'll be fine without it until then. And I think we'll need Diplomacy more than Heal anyway.


Male Half-Elf Ranger 2

If we need heal, I can switch from bonus hp at each level to a bonus skill point to pick ip heal.


It's up to you Elransil, but it seems somewhat unlikely that we'll need two people with Heal. Until I'm Alchemist 3, our witch may just need to prepare Stabilize sometimes =P We also have access to Brew Potion and CLW potions at level 1, so if anyone has 25g that they want to turn into one, I can do that for additional pre-wand healing resources.


Male Half-Elf Ranger 2

Who else has the Heal skill? Pik said he dropped it. I didn't see it on anyone else's sheet. Of course, the Paizo site keeps stalling and loading old pages for me, so I might be missing something.

I'm more worried about ability damage, actually. Potions and wands should see us through on HP. So far as I can tell, we don't have anyone with access to Lesser Restoration and the like except the alchemist. And those extracts won't work on other people unless you spend a feat or discovery on that, am I right? I don't know what your build plan is for your character, Radoslav, but I was assuming some sort of focus on mutatgen to buff you into a front-line fighter.


Saves:
Strength +0, Dexterity: +6, Constitution+4, Intelligence +2, Wisdom +2, Charisma +7
HP 60/60 | AC 16 | Init +5 | Passive Perception: 18 darkvision | Inspiration: N

Radoslav ends up with Heal at 3rd levell. Vivisectionists get to use knowledge (nature) in place of heal then. Until then I'll prepare stabilize.

As for lesser restoration, both Radoslav and I can UMD wands of it. And he can brew potions of most of his list. Alchemist restoration potions cost 200g, which is kind of crazy really.


Male Half-Elf Ranger 2

Oh, OK. I did not know that. The only alchemists I've seen so far as mad bombers and people who buff to crazy levels and then tear through a building with the mutagen up.

Wow, that's is a great deal on the potions. Sounds good to me. Any other skills we might need?


No, there shall be no mad midnight bombers what bombs at midnight in my game.


Saves:
Strength +0, Dexterity: +6, Constitution+4, Intelligence +2, Wisdom +2, Charisma +7
HP 60/60 | AC 16 | Init +5 | Passive Perception: 18 darkvision | Inspiration: N

Fnord, do you have your character sheet for Manx finished yet?


Pretty much, I'd welcome a look over to see if I missed anything.

Spoiler:

Manx
Male Human (Varisian) Age 21 Wizard 1
NG Medium Humanoid (Human)
Init +4; Senses Perception -1
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10.
hp 7 (1d6+1)
Fort +1, Ref +2, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger -1 (1d4-1) 19-20X2, 10’
Ranged Lt Crossbow +2 (1d8) 19-20X2, 80’
--------------------
STATISTICS
--------------------
Str 8, Dex 14, Con 12, Int 19, Wis 9, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Scribe Scroll, Improved Initiative, Spell Focus (Conjuration)
Traits Outlander: (Lore Seeker Grease, Silent Image, Black Tentacles. +1 CL, +1 DC.); Reactionary (+2 Initiative); Fast Talker (+1 Bluff, Class Skill)
Skills Appraise +8, Bluff +3, Craft: Alchemy +10, Knowledge: Arcane +8, Knowledge: Religion +8, Knowledge: Planes +8, Linguistics +8, Perception -1, Spellcraft +8,
Languages Common, Thassilonian, Varisian, Shoanti, Draconic, Abyssal, Infernal
--------------------
TRACKED RESOURCES
--------------------
Spellbook, 0g, 3lbs
Artisan Tools, Mwk, 55g, 5lbs
Backpack, 2g, 2lbs
Scroll Case, 1g, .5lbs
Chalk (1), .01g, -
Charcoal (1), .5g, -
Clothing, Explorers, 0g, 8lbs
Flint & Steel, 1g, -
Pouch, Belt, 1g, .5lbs
Pouch, Spell components, 5g, 2lbs
Sack, .1g, .5lbs
Sunrod (2), 4g, 2lbs
Dagger, 2g, 1lb
Crossbow, Light, 35g, 4lbs
Bolts, crossbow (30), 3g, 3lbs

Money: 10g 3s 9c

--------------------
SPECIAL ABILITIES
--------------------
Arcane Bond: Ring
Arcane School: Conjuration(Teleportation) Shift (Su): teleport as swift action as if using dimension door. No AOO. Must see space shifting to. Range 5’ per 2 wizard levels. Usable 3 + Int /day=7
Opposition Schools: Abjuration, Necromancy
Spells: 3,3
1- Silent Image, Mage Armor, Grease
0- Prestidigitation, Detect Magic, Ghost Sound


Saves:
Strength +0, Dexterity: +6, Constitution+4, Intelligence +2, Wisdom +2, Charisma +7
HP 60/60 | AC 16 | Init +5 | Passive Perception: 18 darkvision | Inspiration: N

Well, other than making a profile for it, I think you're good to go.


Yep, looks good to me too.


Yep, you'll need to make up an alias and stick the sheet under it's profile section.


I'm more of the potion making hands on researcher type. Can't make bombs at all :P

Manx, thoughts about the background connection?

Also thinking of changing elven to orc I have comprehend languages if needed.

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