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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Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Lady

You know their names:

Seren Little - An aasimar as yourself.
Eric Erebous - A Zealot of Asmodeus
Zerik Dracovassal - A scarred Aasimar
Nahia - Somewat charming and cunning woman.

But no clue to what alias they are using.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Just don't forget to check the limits of what you can and you can't change with disguise-self.

Outsiders cannot appears to be humans and so on.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

I was mostly talking about the new group. I didn't know if any of them had particular aliases or cover stories the rest of us would be aware. I'm assuming we talked about this stuff before we got here.


Male Human Cleric 4 - 29/29HP - AC29 | T 9 | F20 | - F4 | R0 | W9 - +9 Perc - -1 Init - CMD14 - Sense Motive +12 | Intimidate +11 | Diplomacy +9

Okay, let's nail this then.

-Sourat is a friend of the family of Lady Rose. He's a little love-struck, that's why volunteered to escort her, but is currently quite ill. He'll keep to himself when he has to, which is perfect because any valid excuse not to be amongst people is a blessing right now.
-His name right now is Stavrak .


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Just something I forgot:

When you signed the contract, the Cardinal let you keep one of the copies.

In all, if the Iron Circlet is not enough, you can always use the Pact of Thorns.


1 person marked this as a favorite.
Human Hero Killer1 / Holy Assassin1 / Deceiver2

Just some things you all need to know:

Master of the Wicked. – Alternate way to use leadership.
Fluff Question: - DM Aku, do you have a problem with us refluffing spells/abilities as long as it doesn't change their utility?
Nahia Combat Style – Because you know. We love her.
Discussion about house Rules
Seren Delight! – Because you know. We love Seren too!
Casting in Combat House Rule
Crafting and Leadership modifications House Rule.


Male Human Inquisitor 4 | HP 38/38 | AC 18 | T 12 | FF 16 | CMB+6 | CMD 18 | Fort +6 | Ref +3 | Will +7 (roll twice vs mind-affecting | Init +7 | Perc - +10 | Sense motive +11 | Bluff +7

Fausto will naturally take to the bodyguard/protector role for Lady Rose. He will probably take to an 'older brother' sort of role with Mysty and a 'I've got my eyes on you so watch it!' type of role with Sourat.

He wants to use his name 'Fausto'. As you may have guessed, he doesn't have a last name, just bastard born in a whorehouse.

Game on!


Male Human Cleric 4 - 29/29HP - AC29 | T 9 | F20 | - F4 | R0 | W9 - +9 Perc - -1 Init - CMD14 - Sense Motive +12 | Intimidate +11 | Diplomacy +9

Only after I started DMing PF did I find out how many subtle differences there are between PF and 3.5 D&D. Like, if you got any cover at all, you don't need to roll a concentration check in PF. Say there's a troll, the human fighter is up against him and a smaller caster is behind the fighter, the caster doesn't need to roll a damned thing.

The book is filled with such tiny things that can change the game quite drstically under certain circumstances.

.. and I won't be picking up any crafting feats or skills. I might at some point dabble in constructing undead, but that's about it.


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'll be picking up craft magic arms and armor next level, and Nahia already has Craft Wondrous Items.


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'm not sure yet, but I may take Craft Staff as well, much later on.


Male Human Cleric 4 - 29/29HP - AC29 | T 9 | F20 | - F4 | R0 | W9 - +9 Perc - -1 Init - CMD14 - Sense Motive +12 | Intimidate +11 | Diplomacy +9

I honestly haven't thought Sourat's progression through yet, but the general idea is for him to be a beefy caster so metamagic feats and +2 to save feats are prime targets. We seem to have a juicy overload of divine power in our group ^^~


Male Human Inquisitor 4 | HP 38/38 | AC 18 | T 12 | FF 16 | CMB+6 | CMD 18 | Fort +6 | Ref +3 | Will +7 (roll twice vs mind-affecting | Init +7 | Perc - +10 | Sense motive +11 | Bluff +7

I haven't thought too much about Fausto's advancement yet either. Just happy to be playing in what I consider the 'sweet spot' of character levels (3rd through 9th). Lower than 3rd and your options are limited and higher than 9th and things become... 'complicated'.

I'm running two games (Carrion Crown and Skulls and Shackles as PBEMs) where the characters are at 6th and 3rd level, respectively and it's much better than when they started at 1st level.

Game 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]

Well, we've had a little more time to ponder all of this. : )

And I agree, though I'll expand what I consider to be the sweet spot up to around 12. 12 is usually when classes start getting into their more powerful abilities, and while the spells can be a little strong at that point, they aren't that bad to handle.


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

As I was destroying my Mace I realized something...Neither Seren nor Nahia has seen Eric since she sold all the loot. We would still technically be carrying his portion of gold...What are we proposing to do with his share. keep it? store it for if he would ever return? give it to Grumblejack cause he's awesome? Also does this mean we can let grumble eat Timeon?


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 vote we spend it on hotdogs and marshmellows for the massive fire that will be taking place at Balentyne.

@Seren, Also, very nice touch with breaking the mace!


I'm a little busy today. I dont know if I'll be able to post. Sorry

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

My advancement is to continue on the two weapon line for now, though I am keeping my options open.


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 realized this earlier, but still thought it was worth mentioning:
The gameplay section of this now has over 1000 posts.

That is all.


1 person marked this as a favorite.
Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Fausto Writed:

Lady Rose wrote:
Rose sighs in exaggerated exasperation and nods. "What danger do you think I will be in in the common room of this inn?"

Fausto raises his eyebrows, "Plenty. I've killed men in places such as these."

Lady Rose wrote:

"Disgression, Fausto. Some things should only ever be discussed privately." she said sweetly but sternly reminding him where they were.

Insight into hearts, but none about not getting caught. No wonder he ended up in the mines.

"Stay if you wish, your concern is appriciated."

Fausto nods, "Thank you. I promise not to interfere--too much." The inquisitor smiles as if remembering an inside joke, "Oh, and I think you mean discretion"

He winks smugly at Lady Rose and waits for the newcomers to approach. As is normal for the pretty ones... not too bright

Lady Rose wrote:


We're still in public. Not a good time to mention any god but Mitra. Maybe try "The Lord" or "our father" instead?

I forgot to 'write' it but I was imagining Fausto going up to Rose and speaking in hushed tones. But since I forgot to write, we'll go with your interpretation. :)

==//==

Hey, me again being a pain in the neck kind of DM!
I would like to as you guys to try to integrate things you want to say into your narrative. I’ll use Fausto post as example:

Instead of quoting what the other said, use it to fuel your own narrative:

Fausto raises his eyebrows when the Lady ask about what danger she would find. And at her question he answer. "Plenty. I've killed men in places such as these.".
Fausto nods, "Thank you. I promise not to interfere--too much." The inquisitor smiles as if remembering an inside joke, "Oh, and I think you mean discretion" he says when he hears Rose advice about the place where they are.
He winks smugly at Lady Rose and waits for the newcomers to approach. As is normal for the pretty ones... not too bright

==//==

I know this can is not a critical thing, but It really kills the historical feeling of the game when you, instead of showing how you char interacts with the others, just put a quote.


Male Human Inquisitor 4 | HP 38/38 | AC 18 | T 12 | FF 16 | CMB+6 | CMD 18 | Fort +6 | Ref +3 | Will +7 (roll twice vs mind-affecting | Init +7 | Perc - +10 | Sense motive +11 | Bluff +7
DM Aku wrote:

Hey, me again being a pain in the neck kind of DM!

I would like to as you guys to try to integrate things you want to say into your narrative. I’ll use Fausto post as example:

Instead of quoting what the other said, use it to fuel your own narrative:

Fausto raises his eyebrows when the Lady ask about what danger she would find. And at her question he answer. "Plenty. I've killed men in places such as these.".
Fausto nods, "Thank you. I promise not to interfere--too much." The inquisitor smiles as if remembering an inside joke, "Oh, and I think you mean discretion" he says when he hears Rose advice about the place where they are.
He winks smugly at Lady Rose and waits for the newcomers to approach. As is...

Ooh, you look like a DM who should look into PBEMs with turn recaps.

Not to toot my own horn but, when you have time, check out the games I'm DMing (link above in my last post) and see if this what you're looking for.

Game on!

Fabian


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, Seren essentially going "(Skeletal) Ponies!" made me laugh.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Sourat, you can already use me for that if you want. The Plague Bringer ability lets me spread diseases without being effected by them.


Male Human Cleric 4 - 29/29HP - AC29 | T 9 | F20 | - F4 | R0 | W9 - +9 Perc - -1 Init - CMD14 - Sense Motive +12 | Intimidate +11 | Diplomacy +9

Contagion is lvl3 .. sorry! And don't forget, while you anti-paladins might be immune, the rest of us ain't! I'm only immune to the effects of diseases that I remove and draw upon myself.


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]

Yeah, but generous applications of Putrefy Food and Drink on a dead cow that we toss in their well water might do something.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Right! Forgot that contagion is level 3.

An interesting thought-

Plague Bringer wrote:
the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.

Based on the wording, Antipaladins are immune to any damage or penalties from diseases, but it doesn't say anything about potential benefits.

How would something like Lycanthropy interact with that ability? Are Antipaladins unable to become Werewolves, or do they become Werewolves who don't ever go crazy during the full moon?

If they can become werewolves, would Plague Bringer negate their allergy to silver (since it's a property of the affliction)?

Cool stuff I've never thought of before. Antipaladins are more interesting than I originally gave them credit for. :)


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

well werewolf lycanthropy is a curse by RAW so your plague bringer doesn't do anything to stop it, so werewolf would be all good for an antipaladin, and you would still suffer all the side effects. though even the core rulebook has some issues with being a lycanthrope, as it lists lycanthropy as a curse but requires remove disease to cure it. Similar with being a natural Lycanthrope, I wouldn't classify it as a disease as it would be a genetic thing for you.

I've always found unless you're a natural lycanthrope the risk is just way to heavy. DC 15 Will save every single time you take damage else lose control of yourself for possibly up to 24 hours? No thank you.

I'm looking at the diseases and I don't really see any that provide a buff to the person afflicted, More it's if your DM lets you use them offensively, i.e. Coating your weapon in your blood to now spread your horribly diseased blood, spreading inhaled diseases via breathing, etc.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

I think Lycanthropy is also a disease. It requires Remove Disease cast by a 12+ caster to remove, and the description in the SRD talks about it as a disease.

It's classified as a Curse under the Afflictions section, but the all the other descriptions describe it as a disease. In older editions it was classified as both.

I'm not planning on having rose become a werewolf. It's just an interesting idea.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Lady Rose wrote:

Right! Forgot that contagion is level 3.

An interesting thought-

Plague Bringer wrote:
the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.

Based on the wording, Antipaladins are immune to any damage or penalties from diseases, but it doesn't say anything about potential benefits.

How would something like Lycanthropy interact with that ability? Are Antipaladins unable to become Werewolves, or do they become Werewolves who don't ever go crazy during the full moon?

If they can become werewolves, would Plague Bringer negate their allergy to silver (since it's a property of the affliction)?

Cool stuff I've never thought of before. Antipaladins are more interesting than I originally gave them credit for. :)

If you don't have any pen, then you too dont have any beneficts :D

And yes. Anti-Pally are Pros.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

Aku, a couple of questions
Is adultery illegal in talingarde? I'm asking because in some cultures it is, even today. Granted those are cultures that I don't want to live in, but it was in many western polities for sone time. For example Britain, until the 19th century.

Could you decribe the shops in this town? I want to see what resources are available.


Mysty wrote:

Aku, a couple of questions

Is adultery illegal in talingarde? I'm asking because in some cultures it is, even today. Granted those are cultures that I don't want to live in, but it was in many western polities for sone time. For example Britain, until the 19th century.

Could you decribe the shops in this town? I want to see what resources are available.

Adultery is not a good thing in talingard. But there's no punishment for it.

All basic itens cam be found.

I'll post is some hours the armors/weapons and magic itens you were able to find selling in the town.


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]

Given a little bit of time you will be able to notice that Nahia can enchant wondrous magic items too, given the time. You'd need to ask her, but there is that.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

GM, since we are all splitting up, how would you like to handle the next scenes?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Lady and Mysty.

Please update your 'quick bar information' in the same template used by the others.

Here is a example: Nahia

Female Changeling Witch 4 [HP 24/24 | AC:14 | T:12 | FF:12 | CMD:13 | Fort:+2 | Ref:+3 | Will:+6 | Init:+2 | Per:+2 | Sense Motive:+2 | Bluff:+14 (+2 sexy bonus) | Diplomacy:+7 | Spellcraft:+10]

Of course you should put there the relevant information for your class. But keep the bluff, Diplo, SM and Perception.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

No prob, doing it now

Edit: All done.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

I was reading the discussions you linked above (loved nahia's combat style) and I have a quick question.
In the groups I have played in if you cast defensively, and you fail, the only penalty is that you lose the spell for the day. By casting defensively you avoid the Aoo regardless of success.

The rationale behind this, we always supposed, is that you spent so much time avoiding the hit, you lose the spell but you don't provoke the Aoo.

I don't have a problem if your way is what you want, you are the GM, but i was just wondering. I can also see that we may be doing wrong all this time, but that is what our reading of the rules says.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Mysty wrote:

I was reading the discussions you linked above (loved nahia's combat style) and I have a quick question.

In the groups I have played in if you cast defensively, and you fail, the only penalty is that you lose the spell for the day. By casting defensively you avoid the Aoo regardless of success.

The rationale behind this, we always supposed, is that you spent so much time avoiding the hit, you lose the spell but you don't provoke the Aoo.

I don't have a problem if your way is what you want, you are the GM, but i was just wondering. I can also see that we may be doing wrong all this time, but that is what our reading of the rules says.

You are not wrong.

That is just a house 'rule'.

The correct RAW pathfinder rule is as you said. But for this game, I'm using as told above.

If you fail while casting in defense mode, you don't lose the spell, but you provoke an AoO.


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]
Mysty wrote:
(loved nahia's combat style)

Thank you! I just hope you still feel that way when ti comes time to rescue me from big people with pointy/sharp/bludgeony things.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7
DM Aku wrote:

If you fail while casting in defense mode, you don't lose the spell, but you provoke an AoO.

And that might cause you to lose the spell? Concentration check vs damage taken while casting?


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

Come on Mwk mace...

less then 50 means they have it: 1d100 ⇒ 25

Wootz.

and now for the Mwk Breastplate.

1d100 ⇒ 48

yay.

and lastly the shield.

1d100 ⇒ 90

okay no shield. I can deal with that.


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 Seren, somehow pick me up a scroll of Masterwork Transformation (I know, not core) and this won't be a problem... :3


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

lol, I've got faith someone in this tower has a MW shield. You can't tell me that someone in a giant Tower of defense doesn't have a decent shield. Plus if it does happen, I've got some great plans for the RP transformations to it as I enchant it with Asmodeus' unholy power. Nothing like corrupting something of Mitra's.


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]

Is it bad that I kind of hope they don't have any masterwork shields (or armor... or weapons... or even non-masterwork versions of that either)?


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

lol. Yes. but, I hope they aren't wearing them. Maybe if they are all asleep with their teddy bears when we tear down the fort. That I would okay with. Maybe just leave all their masterwork equipment (or All their equipment) in a nice pretty armory that we can lock down right away. Then we get the best of both worlds!


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'd settle for finding out the fortress is actually made of bricks of packed black powder. That would work too.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

After all the preliminaries are out of the way, starting our end-run on the fort with some assassinations is a great idea.

Nahia, can you cast Animate Dead yet?


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 get animate dead (without possibly extenuating circumstances) unfortunately. Seren is our Mistress of the Dead here.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Oops. Name mix up. Seren?


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 can cast lesser, Animate dead (don't get animate dead till lvl 6). not going to raise a legion at once, but yes I can start raising me some skeletons (though no bloody ones. boo.)


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]

@Fausto

I've been thinking about the whole ambush thing too. Setting up the ambush before they leave seems like a bad idea since we don't know how many they are or where they will go.

But if they are on horses (which I assume they would be), then we will have a problem catching up with them.

In addition, it would probably be best if we took them out sooner in their patrol, rather than later, so as to give us the most time to work without the keep growing suspicious.

So I'm not too sure what the best course of action is.

Creating some kind of bait, if we can get an idea of where they are going to go, sounds like a good idea, though what would constitute good bait for the trap is also an interesting discussion. A bugbear could work, but it doesn't seem juicy enough.

I think this calls for something a little more cliche. Why not just bandits? We could all wait shortly out from the gates, disguised as common folk, and lay some story about being travelers that were beaten and robbed by bandits. Send them off in a wild goose chase through the forest and then attack them in the middle of the night?

I'm just throwing ideas out there.

@everyone

Talking general tactics now (we can go over this in character as well), but I think it would be a great idea to try and take out the Rookery before we cause trouble that will cause them to close off the castle. The last thing we need is them sending out warning messages asking for reinforcements.

Also, those dwarves are kind of an interesting sight. I wonder what they are doing here and, since they reside outside the keep, if that is another avenue of attack we can take in our own time.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Fausto wrote:
DM Aku: a few questions: Will the Captain Varning patrol beyond the gates?

No patrol beyond the walls.

Fausto wrote:
If so, it would be easy to have him walk in to bugbear territory?

Maybe with a well planted rumor, you can force then scout outside the wall. But you risk having Sakkarot army discovered.

Fausto wrote:
If not, can we get an idea of a layout of the lands he patrols?

Hard to say. His schedule may be easy to determine, but where he goes is a entirely other matter.

Fausto wrote:
I would like to spread a rumor or state a complaint about a lone bugbear terrorizing some local farmers. It should sound like easy prey for a 'patrol'. Naturally, when he goes there, we would be waiting for him. However, if he leaves tomorrow, it has to be done quickly. Meaning we would have to leave today to 'wait for him' and someone would have to 'pass the complaint on' to the Captain or his superior. Is this doable?

I know I should not butt in but. Don't forget you have a time restraint on this mission. it will take more twelve days until the army is ready. Acting to soon will gain you almost nothing. And that is my last 'warning' message about this :D

Also. Those kind of questions is better at discussion thread :D

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