Way of the Wicked(custom gestalt)

Game Master Diamondust

The Villains have survived the dangerous voyage north and now only the gates of Balentyne stand in their way.
Victory Points: 0


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I've been there before. Thanks for giving us the heads up.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Best of luck to you, Thunderbeard. Hope your creative drive comes back.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

I am literally useless at this.


Male Human High Priest of Asmodeus

Well if anyone else doesn't chime in we're going to have Kargeld leading the charge and Rose carrying out her plan to stop him for good.


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

*twiddles thumbs sweetly*


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Pretty much. I just hope it doesn't screw us over. Talia, Doctor, either of you want to chime in?


We can't be sure that the tribesmen know where to go. It's possible, but if they don't then we screw up the plan over a random encounter.

And I need to prove that Rose isn't the only one who can jump into the middle of the enemy. :)


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'm pretty sure they will know where to go. There can't he very many places called the Northlands that are full of monsters.

Edit: Guess it's too late now. I'm really not sure why everyone wants to keep Kargeld alive since we are supposed to kill him anyway. We aren't lost. We just need to go north until we hit the coast. If any of us knew how to sail we wouldn't need him at all.


Do you want to risk the mission on being "pretty sure they know"? These other people also have no reason to take us there. In fact they would know that we are willing to betray our captain. We'll have to convince them using other means and that is extra time and cost. And if we fight Kargeld, they could pull back, they could join us or they could fight against us. Two out of the three are bad for us.

It's risking the mission for a little side money. If we kill the tribespeople we get their stuff and keep our own stuff and we keep Kargeld happy by giving him a generous share no and taking it back when he's dead. The only risk is that these people are badass enough to seriously harm us beyond what a couple days of spells can fix.


Male Human
Trackables:
Bombs: 9/9 | 1/1 Mutagen | 1st: 1/1 Shield, 1/1 CLW, 2/3 ??, 2nd: 2/2 | Grit 1/1
"Nicholas" Alchemist 4 (Grenadier) | Gunslinger (Bolt Ace) 3 HP: 50/50 | AC 19 T 15 FF 14 | Fort +7 Ref +9 Will + 4 (+2 vs divination) | Init +6 | Perception +8

My other concern with attacking Kargeld is if the crew then turns on us and the tribesmen don't know how to sail our ship. They might have bigger boats, but the ones they're using for trading don't really look like they're capable of carrying our cargo.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Honestly, I'm insistent on keeping Kargeld alive because I figure that killing him now means killing his crew that we can't communicate with, and then attempting to convince the chieftain to take over sailing the ship up north who will likely have no interest in doing so. Besides, this reeks of random encounter. We are going to kill him later, but there's no need to risk finding ourselves with a boat we can't steer lacking a crew. Plus, none of us actually knows how to get there, and there's a good chance that if we tell this guy "Take us to a camp full of bugbears," he's going to either refuse or try to kill us.

If Thorn is working with Fire-Axe, then it stands to reason that Fire-Axe knows what Kargeld looks like and knows to have the bugbears leave him alone. I doubt these tribesmen have the same protection, and once we drop the weapons off, we still have to cross a lake to get back into Talingarde and come up with a plan to bring down Castle Balentyne. Much easier to stick with Kargeld and kill him later.


Male Human High Priest of Asmodeus

Climbing is at 1/4 speed unless you take a -5 penalty for accelerated climbing to move at 1/2 speed. Are you using accelerated climbing Rose?


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

Sorry, yes. That was my intent.


Male Human High Priest of Asmodeus

El Doctor? You here?


Male Human High Priest of Asmodeus

I had an update for you guys but the site logged me off and i lost the post so it will have to wait till tonight.


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

It's been screwy all day.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Level Up

Wisdom: +1
HP: +13
BAB: +1
Fort: +1
Ref: +1

Skill Ranks: 6+1 Int+1 Human+1 Favored=9, 2 Background
Bluff +1
Disguise +1
Intimidate +1
Knowledge (local) +1
Knowledge (planes) +1
Perception +1
Sense Motive +1
Spellcraft +1
Stealth +1
Linguistics +1 (background)
Profession (Barrister) +1

Class Features:
Cleric Spell Level 2
Channel energy 2d6
Slayer Talent: Rogue Talent (Fast Stealth)

ABP: Armor Attunement +1, Weapon Attunement +1


Updated


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

Level up gains-

+1 Charisma
+1 Fort and Will
+11 skill points

+1 Corruption use
+1 Smite use
+1 Fire Resist

Armor Attunement +1,
Weapon Attunement +1

Channel Energy (variant channel: Fire)
1st level Spells
Vigilante Renown
Thwart Pursuit


Male Human
Trackables:
Bombs: 9/9 | 1/1 Mutagen | 1st: 1/1 Shield, 1/1 CLW, 2/3 ??, 2nd: 2/2 | Grit 1/1
"Nicholas" Alchemist 4 (Grenadier) | Gunslinger (Bolt Ace) 3 HP: 50/50 | AC 19 T 15 FF 14 | Fort +7 Ref +9 Will + 4 (+2 vs divination) | Init +6 | Perception +8

Level up
HP: 10 + 3 Con
+1 Int
Skills: 4 + 5 Int + 1 human + 2 bonus + 1 favored class
Adventure
+1 Perception
+1 Kn(Nature)
+1 Kn(Arcana)
+1 Disable Device
+1 Spellcraft
+2 Kn(Local)
+4 Stealth
+2 Survival

Background
+1 Kn(History)
+1 Craft(Alchemy)

+ 1 BAB, Fort, Ref
+ 1 2nd lvl extract / day
+ CMW added to extracts known
+ Discovery: Explosive Missile
+ Gunslinger Deed: Shooter's Resolve


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

These level ups are awesome across the board. Our party just got a lot more impressive.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

I have level 2 cleric spells, now. That alone makes us much better. The real pity is I can only prepare Invisibility once. Maybe I'll pick up Scribe Scroll at level 5 so I can make scrolls of it. That and Undetectable Alignment.

I took fast stealth since I'm pretty sure the sneaky part of our mission is up next.


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'm kinda curious why you decided to put your full casting class as the lower level one.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Made sense for the backstory. Kelvar learned how to hunt and fight first, then became a devotee of Asmodeus. Not the most optimal, perhaps, but it fits the character.


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

Gotcha.


I also figured out how to make the first non-gestalt level work in HeroLab. It was giving me all sorts of issues and trying to give me an extra hit die. I was having to make adjustments for all of the crazy things the program was doing.

So I gestalted the first level with commoner. That solved the issue without giving me anything I didn't already have.


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

Rose is so much fun to write. :)


Male Human High Priest of Asmodeus

Glad you guys are happy with your characters. I'm having lots of fun making challenges more challenging. How did you feel fighting the ice elemental gestalt?


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

Frustrated. It was a strange and challenging encounter. I liked that there were a lot of different moving parts that left us trying to figure out what was going on in the middle of the fight.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Time for Kelvar to become a real cleric of Asmodeus - and write some contracts.


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 thought you might like that. :)


Male Human High Priest of Asmodeus

@Talia. How is your psychic strike 2d8 when you aren't level 7?


The blade skill powerful strike adds 1d8.


Male Human High Priest of Asmodeus

I see that now. I actually had to go over everything in your build again to make sense of it all. I guess you are using ABP weapon attunement for a weapon other than your mind blade that gets enhanced already?


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel
Cardinal Thorn wrote:


Next Kiliketz flies up into the air deciding it best not to freeze his new 'allies'. He breathes his frost breath at the sailors near you(3 and 4).

This was a good move by Kiliketz, since the contract included a clause about being invalidated should he cause any member of the Ninth Knot harm through direct action - I'd say hitting us with his breath weapon counts.


Cardinal A. Thorn wrote:
I see that now. I actually had to go over everything in your build again to make sense of it all. I guess you are using ABP weapon attunement for a weapon other than your mind blade that gets enhanced already?

Yes, I've put that on my sling. Not that I expect to use it much, but I always try and have some sort of ranged option.


Male Human High Priest of Asmodeus

Waiting for Rose. Since it's just sailors left I will just skip her soon.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

I will be traveling this weekend to visit family, and will only be on mobile. Please bot me if necessary - I will try to post.


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

Sorry. I'm sick right now and didn't realize it was my turn through the nyquil fog. Skipping me is fine, I'll have some time to post later today.


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

How many sailors were there?


Male Human High Priest of Asmodeus

Guys I have added a few bolded items to the campaign tabs. One for victory point and target tracking so you know how much you've done. Obviously you need to find out about all the important people first which is where the rumour bit comes in. I will add the rumours that you discover so you can go back to them to remember. I have added 2 that you already know thanks to information that Timeon has given you. When you roll a d20 to discover a rumour and you pass the 'low' diplomacy DC you will learn 1 of the 20 rumours. You won't always learn a new rumour as you may roll the same number as previous times and be told about the same rumour.


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

Are there female Knights of Aeleron, or is it a boy's club?


It might also be good to put our alias names in our status lines. Or some other easily accessible place.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Good call, Talia. I'll do that.

Rose, I thought our plan called for us to disguise ourselves as merchants?


A knight would potentially give different access to places and people than merchants. Though if they have any secret ways of identifying each other it might be hard.

Are there groups of warrior monks? The Order of St Macarius seems more religious than boot-to-the-head.


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 trying to think of a disguise that would give public trust and also let me wear armor. I guess I could just be a guard, but Rose is kind of arrogant to be in a subservient position.


Male Human
Trackables:
Bombs: 9/9 | 1/1 Mutagen | 1st: 1/1 Shield, 1/1 CLW, 2/3 ??, 2nd: 2/2 | Grit 1/1
"Nicholas" Alchemist 4 (Grenadier) | Gunslinger (Bolt Ace) 3 HP: 50/50 | AC 19 T 15 FF 14 | Fort +7 Ref +9 Will + 4 (+2 vs divination) | Init +6 | Perception +8

I thought you were going to be the party face, Rose? Which I guess in my head meant, "lead merchant/owner". Also, perhaps I'm just not super up on my disguise rules, but I would have thought the circlet could hide your armor? I've basically been using it as one-stop shopping fashion accessory to look like I'm dressed fashionable (AKA nice clothes without armor) while still wearing armor. But since that's mostly flavor that hasn't affected anything yet, maybe I've been doing it wrong.


The circlet acts like disguise self. She doesn't look like she's wearing armor, but she feels and sounds the same.


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
Talia Fireskin wrote:
The circlet acts like disguise self. She doesn't look like she's wearing armor, but she feels and sounds the same.

^ this.

I figured that clanking when I walk, smelling like oil and leather, and not being able to brush up against people when I turn on the charm didn't sound great.

Ideally, I wanted to be the party face in a guise that makes armor normal, hence why I asked about being a knight. I thought it would fit since Timeon is supposed to be a squire, and since I'm carrying around Sir Balin's dagger and ring, which are stamped with the Aeleron signet.

There's no reason a knight wouldn't be traveling with merchants. It just depends on if they allow women or not.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Valid points. If you're going to do that, then perhaps you should carry Sir Balin's longsword, as well as having the silver and sapphire holy symbol, both of which I'm carrying. It would lend an extra layer to the deception.

Assuming the Knights of the Alerion allow women, that is.

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