Wicked? Really? (Inactive)

Game Master Aku Warashi

Dramatis Personae; Loot Log; map;

Party Health
Agrippa--------33/33
Eldred----------44/51
Johan-----------32/50
Sidious---------20/41


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Male Hobgoblin Cavalier 1 (Fell Rider)

Accursed hex is nice- not sure how I missed that one when I was last playing a Witch.

HP Roll (Monk): 1d8 + 4 ⇒ (6) + 4 = 10


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I've finished. Will the cardinal be opposed to casting masterwork transformation on any of our equipment? Free or for money?


Male Hobgoblin Cavalier 1 (Fell Rider)

Malgrim's new statblock at level 3. Note i've used "Reactionary" to substitute for the Cardinal's trait training. It does the same thing mechanically and saves me a lot of hassle as adding a new trait to Herolab is complex.

Malgrim Ironskin
Male Hobgoblin Fighter (Lore Warden) 1/Ironskin Monk 2
LE Medium humanoid (goblinoid)
Init +7; Senses Perception +8
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 15 (+3 armor, +5 Dex, +2 natural)
hp 34 (1d10+2d8+13)
Fort +9, Ref +8, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +7 (1d4+1/19-20) and
. . dagger +7 (1d4+1/19-20) and
. . masterwork scorpion whip +9 (1d4+2) and
. . unarmed strike +7 (1d6+1)
Ranged longbow +7 (1d8/×3)
Special Attacks flurry of blows
--------------------
Statistics
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Str 12, Dex 20, Con 18, Int 15, Wis 14, Cha 8
Base Atk +2; CMB +3; CMD 18
Feats Combat Reflexes, Improved Unarmed Strike, Power Attack, Punishing Kick, Weapon Finesse, Weapon Focus (whip), Whip Mastery
Traits reactionary, whip specialist
Skills Acrobatics +11, Disguise +12, Escape Artist +11, Intimidate +3, Knowledge (local) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +8, Profession (soldier) +7, Sense Motive +8, Stealth +11
Languages Common, Giant, Goblin, Infernal
SQ pit boss, resilience, unarmed strike
Combat Gear oil of magic weapon, potion of cure light wounds (7); Other Gear masterwork studded leather armor, arrows (30), dagger, dagger, longbow, masterwork scorpion whip, hat of disguise, backpack, masterwork, barbed vest, breakaway chains, manacles, masterwork (barbed), wrist sheath, spring loaded, wrist sheath, spring loaded, 11 GP, 5 SP
--------------------
Special Abilities
--------------------
Barbed vest Those injuring you with an unarmed or natural attack must make a DC 15 Ref save or take 1 damage.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Flurry of Blows +0/+0 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Pit Boss +1 on maneuver checks to disarm or trip with a whip.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Punishing Kick (Push 5') (2/day) (DC 13) You can push or knock down an opponent with an unarmed attack.
Resilience (Ex) If you make a Fort save for reduced effect, it has no effect on you.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Whip Mastery Using a whip does not provoke attacks of opportunity

___________________________________________________________________________

Noteworthy Parts-

1. Skill points have all gone into skills Malgrim already has training in.

2. New initiative bonus is +7. This might be high enough to get me to act in double digits once or twice this campaign :P.

3. New perception bonus is +8.

4. This is Malgrim's final level in Monk. Its Fighter all the way from here probably.

5. Malgrim now has Combat Reflexes and can make 6 AOO's total in a round. His whip still doesn't threaten squares but he does still threaten with his unarmed strikes at all times. He can now damage a creature with any armour bonus and no longer provokes attacks of opportunity for using a whip (he never provoked any anyway, always switched to dagger or fists when close-up), thanks to Whip Mastery.

6. Malgrim's level in Monk has also given him the Resilience (Ex) ability.

At 2nd level, an ironskin monk can shake off the physical effects of certain attacks. If he makes a Fortitude saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. This ability can be used only if the monk is wearing light armor or no armor. A helpless monk does not gain the benefits of resilience.

This ability replaces evasion.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I've taken points in Know: Planes and Religion. But also for Nobility so we can start to understand the noble politics we may encounter, like the information the squire gave us.

Diplomacy got a double point allocation but that only takes me to +1.

Craft: Alchemy forms the foundation of my forays into poison use.

As a level 3 Urban Ranger I finally get all the trap finding benefits that the rogue class feature gets. Next level I should be pretty awesome at it as I'll sink double points into it and the class feature will take my bonus to +2. Given we had open slather on skill buys I chose not to invest in it at level 3.

I think I am more or less covered for my intended range of skills apart from Know: Dungeoneering which I'll pick up at some point.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3
ELDRED CROFTER wrote:
I've finished. Will the cardinal be opposed to casting masterwork transformation on any of our equipment? Free or for money?

If possible I really want to get Masterwork Transformation cast on a few items before we go. It can be difficult to get good supplies where ever we are off too.

This can happen during the 5 months of training if it fits but its something on his mind.

Edit: I'll only get a single rank of Diplomacy. Opportunity to train in Know: Dungeoneering may not come for a while. Also didn't improve climb in favour of Know: Geography

I tend towards playing characters who get all the skills they can.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

If Damien get's the spell, the master will provide reagents enough for;

3 weapons
3 armors
2 tools

to be used among the party.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Damien? If we all chip in for a scroll for you to teach it to your familiar this could be a great edge for us. Its 150 gp I believe for a 2nd level scroll. I'll throw in 50gp without a second thought. Hell, if the others don't want to throw in, I'll fund it myself if I have to.

With Free reagents this is quite a boon.

I'd like to turn my chain shirt to MW so I can stealth etc without armour penalty (thanks to my new trait) and MW my bow.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Damien King wrote:

Yeah, I am. Just, Aku, try to pull your punches a little when the dice screw us over to these ridiculous extents, alright?

Losing because you've been acting like an idiot is fair and a good occasion to learn.

Losing because the dice say "screw the players" is just an exercise in frustration.

Just one thing to say about this:

This goes on the other way around too. What would be an epic and dramatic moment, turns into a 1 round combat because a roll in the dice.

Damien King wrote:

Yeah, I am. Just, Aku, try to pull your punches a little when the dice screw us over to these ridiculous extents, alright?

I've said in the beginning that I usually do that.

I've been DMing for some time, and I know that dices can be a killer. But early in the game, we did not even had any situation where I had to bend the rules, in favor of the players or against then to make things more enjoyable, we had a huge fight about rules and such. From that moment, I decided to play only by RAW. For better or worse. I can change that, but only if you all agree with it and try to understand my side a little. I'm not playing against you. If I do change something, I do that because I believe you'll enjoy that better.

But it's up to you.

Play a more rule malleable game or follow RAW no matter what the consequences.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

For this game, I'll change a spell.

I was not going to mention it because I was not sure if Damien would pick it up, but as it seems his intents do use it, I'll post the way it will work in the game.

Blindness-Deafness is considered a lvl2 spell for some classes.
But its counter Remove Blindness-Deafness is a level3 spell for all classes.

In this case, this kind of situation puts both players and enemies alike in a bad situation. I tend to avoid using this spell until you get the level to use its counter.
For this situation, I’ll change Blindness-Deafness to a level3 spell to antipaladin 3, cleric/oracle 3,sorcerer/wizard 3, witch 3; Domain darkness 3.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

I'm in for 50gp for Masterwork transformation. We still have 24gp left in the group fund, which means we'd only need 26gp more. If its a go, Johan will sell his chainmail and heavy mace (+81 gp), then buy an agile breastplate (-400gp) for Damien to turn into masterwork, along with his cestus (and his backpack if no one has any good ideas on what to use the tool slots for).

Also, question about armored kilts: When wearing one do you just incur the penalty of wearing one grade higher armor, or does it mean you have to have the proficiency for the next heavier armor as well? Ie. can Johan, who only has med armor proficiency, wear one with a breastplate?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Malgrim already has a fair whack of MW stuff (armour and whip) so if he can throw in the 26gp if he wants.


Male Hobgoblin Cavalier 1 (Fell Rider)

Malgrim only has 11 gold pieces.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Well, that's a problem. And Damien prolly doesn't need any MW gear am I right? I can throw in another 10 gp and still have enough to buy an armored kilt ( if allowed). That will leave me with 1 gp. That would leave 16gp for Eldred to cover.

I'll notate it, and the next time we put money in the group fund, Eldred and Johan can get reimbursed from that. Or if Malgrim and Damien don't want any MW items, I'll just owe Eldred the 3 gp and we'll split the other uses between us.

All this assumes Damien is up for adding a free spell to his familiar of course.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

An level two scrolls, this one in particular, will be expensive.

150 for the scroll and 300 for mat: for a total of 450 gp.

I could advise the following: Talk to Damien and see if he can get one of his bonus spells as this one, then you buy for him another scroll. In the end it will be the same thing. (well, almost, because he needs a spellcraft check to pass it to his familiar).

Edit: It may be that I'll not have time to post today anymore. I'm not sure.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Count me in for the additional 16gp... no need for re-imbursement.

I'll take of 66 gold from my character for that. I'll also buy another pair of Alchemist fires. So minus 106gp.

Will update later.

Will wait for Damien to chime in


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Thought you said the Cardinal was covering materials. Don't think we can afford 300gp


Human Hero Killer1 / Holy Assassin1 / Deceiver2

He is covering the material, but to buy a scroll, the material coast goes into the scroll price.

Edit: I mean, he will supply material to use the spell, not to buy the scroll.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Yeah, I also thought he was covering the materials.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Johan. Yeah, you could. The trials were designed for you to use: Slaves, grumblejack and anything more you wanted. Hell, even Tiadora was avaliable to a certain extent. This was one "unwrited" test too. The Master needed to know if you would try to face all alone and have resorces/ways to deal with it, or if you would use anything and everthing to achiev a goal.

Anyway, since you said you'll be trainig Grumblejack, here is another gift for you(party): I'll allow you(party) to choose a PC class level for him.

This are his stats:

Str 21, Dex 8, Con 15, Int 10, Wis 10, Cha 9

I'll spoil things a little:

Later in the game (when you are about level 7 or 8), there's a small chance that Jack will get news stats, those will be:

Str 26, Dex 10, Con 20, Int 13, Wis 16, Cha 13

So, its up to you now to decide what will be done with him.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Barbarian would be fun.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Where are we on the reagent / spell cost thing?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Jack is NE tending to LE. That's why he obeys Johan (mostly).

About the reagent/spell:

What I had in mind was to Damien get the spell as one of his bonus spell, since the cost for the scroll is expensive.

You can buy for him another scroll, in the end, it will be the same.

Sovereign Court

It'll have to be Barbarian.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Ok... then As above, I'll throw in 66gp to fund the scroll of any other spell that Damien wants and he learns MW Transformation as one of his bonus spells, Johan throws in 60, the party fund throws in 24gp and Damien can learn the scroll spell... all this assuming he wants to.

I want to MW my chain shirt and bow.
Johan wants to MW his new breastplate (that he'll get if Damien signs on) and his pack

That leaves remaining

2 weapons
1 armors
1 tools


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
ELDRED CROFTER wrote:


I want to MW my chain shirt and bow.
Johan wants to MW his new breastplate (that he'll get if Damien signs on) and his pack

That leaves remaining

2 weapons
1 armors
1 tools

Close,but I'd rather MW my cestus over the backpack, which would leave 1 weapon, 1 armor, 2 tools.

If no one speaks up for the tool slots then I'll get the backpack as well, but there's got to be more exciting things we can come up with.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Sorry guys, in a bit of a rush, can't take much time to post right now:

I don't mind learning MWK Transformation off of a scroll, and I'll gladly throw in a share of the cost of the scroll as well. I don't need much mwk gear myself, but since the gear will often be used in protecting me... I'm not complaining.

I will grab another spell instead of Blindness/Deafness.

Will post later tonight.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I think the GMs intent is you learn MW Trans as one of your 2nd level spells and another spell off scroll. Not sure why but base cost of material components (300) is needed if you learn it from a scroll otherwise.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

I've just realised that I've lost my equipment list entirely. When I have more time, probably sometime within the next week, I'll go over the thread and piece things back together. Sorry about that, guys.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Okay, so how we are about the Grumblejack thing?

Barbarian is out of question. He would not follow you if he was CE, and he tends to get even more leal to the party.

Our options are (since you'll have to train him yourself)

Figther, Monk, Ranger, Inquisitor.

Decide up what would be done with him and I'll redo his npc crunch.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Ranger with human fav enemy could be brutal. So could inquisitor, especially if his Wisdom score comes up.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

I'd say Ranger or Fighter. Inquisitor would be stepping on Johan's toes, I think.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Two handed ranger could be good, but I'm not a fan of him picking up an animal companion ( one more body to managage - and disguise), and the DM in me groans at having to juggle all those favoured terrain and enemy bonuses. What about a reflavoured ranger/witchguard, with some minor fluff changes it would be a great fit - "sworn to defend the Nessian knot"

Honestly though, straight up fighter seems cleanest and fitting for what we've seen of him so far.

Also, unless Thorn has upgraded his equipment, we might want to use that last MW weapon slot on a greatclub for him.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Get him one of those Great Axes from those undead bastards... its the least those fuggers can do. We could MW that.


Male Hobgoblin Cavalier 1 (Fell Rider)

Barbarian's don't have to be Chaotic :).

My votes for Fighter then.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I'm having some hard days. I don't know if I'll be able to post later today and this weekend. You can RP if you want. I'll try to catch up later. Cya


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Do what ya gotta do. Damien needs some time to update his character before we are good on the MW trans thing and his equipment list. I'll throw something up soon but I think a breather of a day or three wont hurt anyone.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Did this Kargeld guy just call Johan a woman? Like four times in a row?! This expedition may not make it off the pier!


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I hate to say it mate but I sort of feel ya. But take comfort in this... with Grimjack with us here now? We can take em'! *fingers crossed*

What the cardinal does to us afterwards? That may be 'unpleasant'.

Hold off for 24 hours, give a chance for everyone to catch up and think on your new found devotion to the cause and the fact that we can always settle up with him at the END of the voyage. Cardinal never said anything about letting him go after he has dropped us off.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Re-reading the cardinals instructions it seems we do have to kill him - after. Revenge is a dish best served cold.


Male Hobgoblin Cavalier 1 (Fell Rider)

But we don't know how to sail. So keep your egos in check and slay him when the time is right :P.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Oh its all good. Gives me some good writing ideas. I promise not to throw him off the pier.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

I'll be out of town until late sunday. My apologies for the slowdown in posting.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Re: Grumblejack - Yep, I think fighter's the best way to go. Gives us a consistent heavy hitter that can soak up some damage and frees up Malgrim and Eldred from some front line duty so they can do more interesting stuff.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Fighter seems fine to me. I'm not gonna complain about another dedicated front liner.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred isnt really a front liner, hes the party bowman who can also switch hit... in the prison he wasn't set for archery and in the dungeon the foes we faced didnt really suit but now he's able to function as a good archer. Come level 4-5 or so, he should be able to land additional good arrow damage once we get some magic item money.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3
Johan Hale wrote:
ELDRED CROFTER wrote:


I want to MW my chain shirt and bow.
Johan wants to MW his new breastplate (that he'll get if Damien signs on) and his pack

That leaves remaining

2 weapons
1 armors
1 tools

Close,but I'd rather MW my cestus over the backpack, which would leave 1 weapon, 1 armor, 2 tools.

If no one speaks up for the tool slots then I'll get the backpack as well, but there's got to be more exciting things we can come up with.

How about Damien take the final MW weapon? Not sure if anyone else wants to MW an armour. Final tool?

I'll update my character.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

I already have all the MW gear I need in my crossbow. Maybe get Grumblejack a MW weapon?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Sure. Do that - MW a great club for him.

We can always save the reagents for his armour later.

Final tool? Who wants it?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

So with scroll money and 2 alchem fires thats 106 from me.

I'll also buy some miscellaneous stuff. Like scroll case, ink pens etc. Will add them in soonish.

Also...

Scroll Case 1gp
5 sheets paper 1gp
Ink Vial 8gp
2 Ink Pens 2sp
5 pieces chalk 5 cp
1 piece charcoal 5sp
3 Wander Meals 1gp5sgp
50 ft Silk Rope 10gp

Total 122gp 8sp 5cp


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Okay, I'm back.

What have you decided? Bring the ogre? Do not bring the ogre? And what about disguises? The same ones? Anyone going to change anything?

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