Way of the Wicked (Inactive)

Game Master Aku Warashi

Dramatis Personae; Loot Log; map;

Balentyne Info; Planning; Dwarven Map

Party Health
Hound------54/62
Mysty-------26/26
Nahia-------26/31
Rose--------44/54
Seren-------35/35


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aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Don't forget about the Graveknight template:

http://www.d20pfsrd.com/bestiary/monster-listings/templates/graveknight-cr- 2


Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7

I had forgotten about that! (/need more sleep...).

Thanks! Though that'll be up to DM Aku in the future. I'll play Eric no matter how things turn out. Well, unless Eric dies, then I guess I won't be playing him, lol.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Correction: Unless Eric dies and we can't bring him back. : )


Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
Abilties:
8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

I'm thinking Nahia with you still taking Craft wondrous items at 3rd I may actually pick up craft magic arms and armor at 3 and wait on craft wondrous until later on in my leveling. From an RP perspective I can't imagine it is all that easy to find that truly villainous armor just kicking around, not exactly something you can just walk into town and grab... and with our Group of 3 melee characters it may actually get a substantial amount of use.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Craft Magic Arms and Armor has caster level 5 as a prereq. : (

Though it would still be good to get eventually.

Somewhat relatedly, my feats after level 11 are up in the air but I may take craft staff. I figure the two of us can rouse lots of trouble with that.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Ah, I forgot the flanking bonus. They should have critc Eric. :(
Well, i've missed my chance. I'll do better next time.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Hmm, maybe I should learn to keep my mouth shut. >_<

Joking, of course.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Map Updated. Hope you like.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Oh wow. Nice!


Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7

@DM- I don't mind a retro active. From the damage, I'd still be alive (probably unconscious and stable with the cures.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Seren, your comment made me learn something. At first, I figured that the constructs would be immune to your negative energy effects. I looked it up and constructs in general are immune to the following things that could be relevant:

  • Necromancy Effects
  • Things requiring fort saves
  • Death Effects
  • Energy Drain

    Technically, your Death Touch does not require a fort save, is not listed as a Necromancy or Death effect, and does not do energy drain, which means that unless the creatures entry specifically listed immunity to negative energy, your Death Touch would work on it.

    And this seems very wrong to me. : /

    Still, neat to know. : )


  • Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
    Abilties:
    8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

    ya I went through the same research this morning. I figured no way would they be susceptible with a name like death's touch. It was a pleasant surprise when I came to the same conclusion. Figure its because I'm technically channeling an element, not a life/death effect.


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    Honestly, I'm willing to bet it was an oversight, and it was supposed to be declared a necromantic effect, but wasn't (because I haven't ever seen something declared a necromantic effect, except all spells from the necromancy school).

    Like I said, still neat to know though. : )


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    Hey guys, I was thinking it might be a good idea to track buffs and statuses in our combat posts. For example, Eric, currently, has both Infernal Healing and Enlarge Person. As such, it might be a good idea to do something like:
    -Current Effects-
    Name: round # / total rounds

    In Eric's case it would be:
    -Current Effects-
    Enlarge Person: 3 / 20
    Infernal Healing: 1 / 10

    And Grumblejack would have:
    -Current Effects-
    2 Dex Damage

    What do you guys think?


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    I'll do that, I'm just trying to adjust some things here. Sorry.


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    You're fine DM Aku. I just thought it might be a good idea. I was neither demanding nor saying we should do it now. : )


    Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7

    I think I'm at 3 rounds now used for Infernal healing (counting this latest round) and 5 rounds for Enlarge Person.


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    The enlarge person is a rough guess, and I could see it being anywhere from 3-5.

    You shouldn't be that far ahead on Infernal Healing though. Assuming you heal on your turn, round two was the first turn of it (because I cast it on round 2), and the current round (round 3) should be the second turn of it.


    Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7

    ahh, i might have miss counted that. I need to go back through damaget ehn, I might be at 3 hp instead.


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    I just did a quick read through and yes, it would appear that you are at 3, and will be at 4 when it is your turn this round.


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    So, let's get to business!

    I next few months (in game time), you will be trained by the Master. As consequence of that, you'll earn a aditional trait.

    I've some suggestions here:

    “Asmodeus is with you.” Adrastus Thorn indoctrinates you into the deeper mysteries of worshipping the Prince of Hell. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
    “Deception is a tool. Master it.” Adrastus Thorn teaches you the subtle arts of deception and how to sense when they are being used against you. You gain a +1 trait bonus to Bluff and Sense Motive.
    “Discover what is real and what is illusion.” Adrastus has taught you to see through deceptions and to never lie to yourself. You gain a +2 trait bonus on saving throws against illusions.
    “Fear nothing save our dread lord.” Adrastus Thorn has shown you fear and taught you to master it within yourself. You gain a +2 trait bonus on saving throws against fear effects.
    “Focus strengthens your will.” Adrastus Thorn drills you on ways to avoid magic that seek to take control of your mind and divert you from your mission. You gain a +2 trait bonus on saving throws against charm and compulsion effects.
    “Let us perfect your favorite spell” Adrastus Thorn drills you again and again in the use of one particular spell. Pick one spell. This spell’s effects manifest at +1 caster level.
    “Quiet as death” The Cardinal trained in the arts of being silent and stealthy. You gain a +2 trait bonus to Stealth checks.
    “Strike first, strike ruthlessly and thus be victorious” Cardinal Thorn has taught you never to shirk or hesitate in a combat. You gain a +2 trait bonus on Initiative checks.
    “Wear your armor like a second skin.” You have drilled extensively in wearing armor in combat. When you wear armor of any sort, reduce that suit’s armor check penalty by 1 to a minimum check penalty of 0.
    “You shall be my angel slayer.” Adrastus thorn spends exhausting amounts of time teaching you about good celestials, their strengths and weaknesses. You gain a +2 trait bonus on Knowledge (planes) and you can make untrained checks about good-aligned celestials and receive a +1 trait bonus to any damage roll you make against them.

    What I want you all to do is: take those as model and create one that fit your char. Just remember that bonus do not stack! If you already have a +1 trait bonus on intimidate, creating a new trait that gives you another +1 is meaninless. It will not stack! (Even if the rules says the should, I'm says otherwise. It will not stack!) the purpose of those traits is not to make you better at one particular thing, but to make you have more options (But you can still make it so you are better at one thing you already is good at). Anyway, i'll give you guys a week (Real world time) or untill you finish the nine lessons to work your traits. Send me a private message with your suggestion and we'll work to make it happen in game. If you do not want to create one, just pick one of those I posted. Others traits (From paizo) are not allowed at this point.

    It's up to you now. Create one or pick one of those I posted here. Have fun!


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    Also, just one more note:

    I was avoiding taking a closer look at each of your crunchs, but it has been difficult to keep track of your abilities and prepare myself so I can solve any doubt that may appear. Over this weekeed, you may receive some PMs from me, about your crunch. :)


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    i'm setting up a macro program to help me run some basic tests.

    What do you think about the combat layout:

    Combat Name

    Round X-

    Ordered Initiative-

    Active Effects-

    Map-

    Link

    Notes-

    [ooc][/ooc]

    Action-

    Also: confirm for me your bonus:

    Initiative:
    Nahia: 1d20 + 2 ⇒ (15) + 2 = 17
    Eric: 1d20 + 0 ⇒ (9) + 0 = 9
    Seren: 1d20 + 0 ⇒ (6) + 0 = 6
    Zerik: 1d20 + 6 ⇒ (18) + 6 = 24
    Big G: 1d20 - 1 ⇒ (10) - 1 = 9

    Perception:
    Nahia: 1d20 + 2 ⇒ (17) + 2 = 19
    Eric: 1d20 + 3 ⇒ (3) + 3 = 6
    Seren: 1d20 + 0 ⇒ (8) + 0 = 8
    Zerik: 1d20 + 9 ⇒ (17) + 9 = 26


    Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7

    Eric's bonuses are spot on!


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    Looks good to me. I don't know if you want to add Andros in or not, but if you do his perception is +9.


    Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
    Abilties:
    8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

    yep looks good, with my distinct lack of bonuses.


    Male Half Orc Ranger/4 (Urban) (HP 41/41 | AC/T/F:14/14/14 | CMB +7 | CMD:21 | Fort:+7 | Ref:+7 | Will:+5 | Init:+3 | Per+11 | Stl+10 | Climb+8 | DD+10| Handle Animal +6 | Heal+8 | Int +10 | K(Dung/Geo/Local)+4 | Ride+7| Surv+11 | Swim+8

    Zerik's numbers look accurate. I know which trait I will take, it's going to be "Quiet as Death".


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    Ok, just because there has been a lot of back and forth, here is the complete list of actions that have effected Eric's HP, in initiative order:
    Action: HP effect (Eric's Total HP)
    -Surprise Round-
    Eric hit: -5 (18)
    Eric hit: -8 (10)
    -Round 1-
    Eric hit: -8 (2)
    Seren CLW: +9 (11)
    Nahia CLW: +5 (16)
    -Round 2-
    Eric hit: -7 (9)
    Eric hit: -7 (2)
    Seren CLW: +7 (9)
    Nahia: cast Infernal Healing
    Eric: IH +1 (10)
    -Round 3-
    Eric hit: -7 (3)
    Nahia CLW: +8 (11)
    Eric: IH +1 (12)
    -Round 4-
    Eric hit: -6 (6)
    ...

    Also, this means that Eric has been bitten by these things a total of seven times so far for a total of 48 pojnts of damage. Wow these guys, so far, have caused us more hurt than the prison warden, the sergeant, and the 8 guards in the mess hall / barracks combined!


    Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
    Abilties:
    8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

    I think we found Eric a nemesis lol. After that many bites I know I would start having a serious case of hate/fear against snakes.


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    I've alread posted on map the hp Eric will have when the infernal healing fades.


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    I don't know why, but the image of the armor clad knight, having grown to ogre size, walking into a room and then being assaulted repeatedly by snakes, his arms flailing, while his comrades all fail to hit them over and over again, just really, really amuses me. :D


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    Okay. I do not know if I've talked with you guys about lootkeeping.

    Anyway, I've got my hands in a simple yet cool excel sheet for pbp loot keeping.

    If you guys like it, I'll put in campaign info so you can all update it.

    Also, I'll update another sheet: Dramatis Personae, just for fun!

    Loot


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    I've added some columns with your names on the Dramatis Personae, if you want to add anything about that NPC.


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    Ops! Here is the real link to it, last one was boring.

    Link


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    Head's up:

    I'll be less active from now on.
    University classes starts today. Even so, I'll try to check the boards more than twince a day.

    Also, I'll be going to india this month (maybe in two weeks time) and I still do not know if I'll be able to use a computer there.

    RPG Superstar Season 9 Top 32

    Don't work too hard!

    Just curious, what degree are you working towards?


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    Woohoo for loot tracking!

    And the Dramatis Personae thing looks neat. Still figuring out what, fi anything (yet), I want to put in it. : )

    As far as being less active, that's cool. : )
    Good luck with the classes and enjoy India! Say hello to Mr. Patel for me!


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    I'm trying a master degree in System information. xD

    Till now, All seens good.


    Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7

    Awesome. I need to go work on my graduate stuff... eventually.


    Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
    Abilties:
    8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

    All good DM. Aku have fun in India. Don't see this as any problems. It's a good group, I can't imagine we won't have something to RP to fill the time.


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    Try to move your char in the map to represent your actions, when you do one. It will help me to get locations based event going.


    Male Half Orc Ranger/4 (Urban) (HP 41/41 | AC/T/F:14/14/14 | CMB +7 | CMD:21 | Fort:+7 | Ref:+7 | Will:+5 | Init:+3 | Per+11 | Stl+10 | Climb+8 | DD+10| Handle Animal +6 | Heal+8 | Int +10 | K(Dung/Geo/Local)+4 | Ride+7| Surv+11 | Swim+8

    Sure thing. I totally forgot about the map.


    Male Half Orc Ranger/4 (Urban) (HP 41/41 | AC/T/F:14/14/14 | CMB +7 | CMD:21 | Fort:+7 | Ref:+7 | Will:+5 | Init:+3 | Per+11 | Stl+10 | Climb+8 | DD+10| Handle Animal +6 | Heal+8 | Int +10 | K(Dung/Geo/Local)+4 | Ride+7| Surv+11 | Swim+8

    I thought the con check was a for save. Not sure what I'm supposed to do. Could we just take the roll I made and add whatever needs to be added if it isn't Fortitude?

    -Posted with Wayfinder


    Human Hero Killer1 / Holy Assassin1 / Deceiver2
    d20pfsrd wrote:

    Dying

    A dying creature is unconscious and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the character's next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies.

    Basically, you roll a d20, add your con modifier against 10+ your netagive hp (in your case 10 + 4)


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    If you get hit by the creatures, you make a fort save to keep from getting the Nausea condition. When you fall below zero HP, you make a con check (DC 10) to stabilize. You take a penalty on this check equal to how many HP you have below zero (so for you it would be a -4 penalty).

    If we save your roll you would have 9 + 3 - 4 = 8. Not enough to stabilize, so you would fall to -5 hp and Seren would heal you to 4. (again, if we save your roll)

    DM Aku beat me to it

    And a penalty to the roll is the same as adding to the DC : )


    Male Half Orc Ranger/4 (Urban) (HP 41/41 | AC/T/F:14/14/14 | CMB +7 | CMD:21 | Fort:+7 | Ref:+7 | Will:+5 | Init:+3 | Per+11 | Stl+10 | Climb+8 | DD+10| Handle Animal +6 | Heal+8 | Int +10 | K(Dung/Geo/Local)+4 | Ride+7| Surv+11 | Swim+8

    So I had to add +3 (17 con) instead of +6 which is my Fort vs 14. Cool, thanks.

    -Posted with Wayfinder


    Human Hero Killer1 / Holy Assassin1 / Deceiver2

    I just want to add something:

    You may think the game is a bit hard, but I'm compensating for advanced races and for Grumblejack.

    If I would follow the rules on pathfinder, your group would be considered a level 4 party (not taking jack into account), but in this level it would be death every combat.

    Anyway, Once you reach level 3 and 4, things will get more difficult. (But I promisse I'll try my best to not tkp). At level 6 things get a little bit easier.

    I know, in times like this, I always think in a song:


    "Behind Blue Eyes"

    No one knows what it's like
    To be the bad man
    To be the sad man
    Behind blue eyes

    No one knows what it's like
    To be hated
    To be fated
    To telling only lies

    But my dreams
    They aren't as empty
    As my conscience seems to be

    I have hours, only lonely
    My love is vengeance
    That's never free

    No one knows what it's like
    To feel these feelings
    Like I do
    And I blame you

    No one bites back as hard
    On their anger
    None of my pain and woe
    Can show through

    But my dreams
    They aren't as empty
    As my conscience seems to be

    I have hours, only lonely
    My love is vengeance
    That's never free

    When my fist clenches, crack it open
    Before I use it and lose my cool
    When I smile, tell me some bad news
    Before I laugh and act like a fool

    If I swallow anything evil
    Put your finger down my throat
    If I shiver, please give me a blanket
    Keep me warm, let me wear your coat

    No one knows what it's like
    To be the bad man
    To be the sad man
    Behind blue eyes


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    Just curious, how do you figure that we're supposed to be the equivalent of level 4?

    Nice song! Can I also suggest Tom Waits - Everything goes to Hell Anyway

    RPG Superstar Season 9 Top 32

    I think he is looking at the 3.5 equivalencies where Aasimar was a +1 level adjustment (or was it a +2...) and the half-hag was a +2 I think... That would raise the average party level to either 3 or 3.75 (basically 4). If going by the race builder from the advanced race guide, then we would still be a ECL 2 for average party level (excluding Jack). However, with the slightly increased WBL (I'm factoring in the headbands) we might be pushed up to ECL 3.


    aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

    I could see us being ECL +1 just a bit naturally (good stat rolls plus the slightly advantaged Aasimar race), though I think that would even out a little at higher levels.

    I'm not sure (in this situation) I would take into account our increased WBL, since most of it comes from the Iron Circlets, which while a nice item (and one I would have bought anyway), in this situation we are in (I've set up this dungeon full of traps and enemies for you...) they don't really help our effectiveness. Kind of like if I had 20,000 gp worth of alchemist's ice in the frozen north, I'm not really at ECL +2, despite my theoretical WBL. And similarly, if I find a (normally) CR 20 troll tied to a tree and kill him without a fight, that isn't really a CR 20 encounter and I shouldn't get rewarded as if it was.

    Overall, I've never liked the CR/ECL systems and have, generally, just eyeballed it myself.

    Legal Note: I am discussing general game theory and my examples are hyperbolic on purpose.

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