ZEITGEIST (Inactive)

Game Master Whack-a-Rogue

Warehouse
Current Prestige: Flint 1 | Risur 2 | Unseen Court 1 | The Family 2


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Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

So is everyone opting for the fort save? If I don't have either the doctor or the papers with me, there's no point to splitting off from everyone else is there?


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

I had equal chances, so I went for the option that seemed most popular, as well as the guaranteed success.


Just holding to see what Corynne decides to do.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Is there any likely way I could go back to help Corynne?


Sure!


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Been an extremely busy couple of days.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Sorry, had a rough couple days.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Whups, I'll post some rolls when I'm home.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Sorry, Az, I didn't want to steal anyone's thunder!


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Ha! The job got done; no worries! I think by now we're all used to Alice's...pro-activeness.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Thank you! Anyway, since I know I can be prone to spotlight-hogging, please call me out on it if it gets annoying.


*Ding!*

You just reached Level Three. XD Miselle, feel free to commence the rebuild.


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Well, now we gotta go back so I can suddenly unveil and unleash railguns on the bad folks. Screw the Doctor! We're dissolving badguys now.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

I may need to retool as well. Corynne feels woefully ineffective, bordering on useless mechanically. Which sucks because I enjoy the character thematically.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Have you seen the new Wraith class?


@Corynne: Your theme is awesome, and you're incredibly useful in the investigative portions of the campaign. Unfortunately, your focus on out-of-combat utility has left you short on combat potential. :-( Here's a few options that might help:

Destruction: Gloom, Nether, or Tenebrous Blast would give you a thematically-appropriate damage option.

Delving deeper into the Death: Ghost Strike talents would increase your debuffing potential.

Telekinesis: Weaponize is another option for damage. Honestly, there's a lot of fun potential in the Telekinesis sphere, but it takes a fair bit of talent investment.

If you're wanting a full rebuild, a Ghost Sovereign Soul Weaver is probably the closest match.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

@Corynne: Wraith looks amazing, and there's an archetype that can be amazing when someone dies. Otherwise Soul Weaver sounds perfectly appropriate, with the Ghost Sovereign archetype being focused on spirits, including three conjured ancestors.
The Necromancer's Handbook is still in beta but it has some interesting options, if allowed.
EDIT: Ninja'ed!

Since it seems that Private Messages are not working properly, I'll write here a couple of requests for re-training and the abilities I gain.

Variations:
I'd like to change my Strenuous Magic drawback for Mental Focus, as Strenuous Magic would make it impossible for me in the future to get one Mageknight ability that I'd like to take in a few levels, and I didn't realize it at first.
And I'd like to use my last two Conscript specialization points to grab Sneak Attack, starting from Conscript level 3.
Also, I have to ask how my saves progress since I'm multiclassing: using fractional bonuses? Tracking separately the high and low progressions, then adding?
Changelog:
+1 Conscript level
+8 HP (6 Conscript, +1 Con, +1 FCB)
+1 BAB
+1 Ref saves (could also be a +1 to Will if using fractional bonuses)
+1 to Intimidate, Sense Motive, Perception, Stealth, Survival from ranks
+1 to Acrobatics, Bluff, Diplomacy from Spheres
+1 to Perform(dance), Profession(soldier) from Background Skills
+1 Combat Talent (Fast Feint)
Martial Flexibility (4/day as a move action, lasts 1 minute)
+1 AC from Unarmored Training
+1 feat (Counterweight)


Death: Poltergeist is a cool talent. XD

@Alice: I'm fine with exchanging the drawback and using the specialization points. Having abilities you can't use is never fun. Normally I don't use fractional save bonuses, but if I remember correctly, you were going to be alternating Conscript and Mageknight levels for a while. If that's still the case, I'm fine with fractional bonuses.


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Miselle will sadly need some time to perform some upgrades on her gear. What time of day are we at now?

Also, since we've levelled, what's out new budget for gear?


I want to say it's around 5 or 6pm. As for the gear budget, you'll have to wait until later since you receive the stipend from Delft.


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Cool. The Technician is a very equipment focused class, I have found, so I'll have to be careful about that. If I get stripped of my gear it's gonna remove a lot.

Also, one thing for the GM to note from this update - I have gotten the Heightened Awareness ability from the Scout Sphere as a bonus. Basically, I get a Perception check when I walk within 10ft of a trap or spell that would do me harm.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Okay I'll take a look into those options and get leveled later today.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Y'know, that talent never really made sense to me. Do you not ordinarily get a check?


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

I'm sorry, I wrote the wrong talent, I intended to get Dizzying Tumble instead of Fast Feint.


@Ellena: It's actually really useful. Normally you don't get a check unless you're specifically searching for traps. The talent makes it so the GM does that for you - and you can still search on you're own if you want to be extra certain.


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Yup. Do you want me to pop it in my status bar as a reminder?


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Huh, I've always just rolled perception checks for my players by default.

In other news, Ellena has leveled. Figured the poor girl is level three, she should probably put some points into Sense Motive. Otherwise, picked up Whirling Defense as her Sword Art and used her feat to pick up the Daunting Gladiator Sphere talent - it was that or Bloodied Skeptic, which I may wind up picking up at level 7 anyway.

Edit: Oh, and Fabian can talk now - telepathically, to his wielder. He also eats magic items.

And he's hungry.


Just waiting for Corynne and Azaghal to get leveled. XD

@Miselle: Sorry I missed your question from a few days ago. There's no need to put it in your header if you don't want to.


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Cool.

Also, due to a family emergency, I'll be away this weekend. Since I don't intend to take my laptop with me I likely won't post.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Sorry for my absence the last few days everyone. Life was busy and then yesterday I was sick. When I get home from work tonight and have access to HeroLab, I'll get Az leveled up properly. Again, sorry for holding the game up!


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Level-Up Summary

Level: +1 Gunslinger (Total: Gunslinger 3)

HP: +8 (6+2)

Favored Class: -1/4 Misfire Chance (Total: -3/4)

Adventuring Skill Points: 5
+1 Acrobatics
+1 Climb
+1 Know(Arcana)
+1 Know(Local)
+1 Perception

Background Skill Points: 2
+1 Craft(Alchemy)
+1 Craft(Firearms)

Feat: Precise Shot (Finally!)

I think that covers everything from my end.


Looking good, everyone. I know Corynne's still figuring out whether or not to rebuild, so I'll hold off updating Gameplay until after work tomorrow.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Thanks, I'll get things done tonight.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

I'm thinking I'll see if it can work with Oracle just retooled a bit, dropping Automatic writing since it's pretty useless, for something useful like brain drain, and taking Phantom Touch this level. (in theme with the Ghost touch abilities)

Phantom Touch (Su): As a standard action, you can perform a melee touch attack that causes a living creature to become shaken. This ability lasts for a number of rounds equal to 1/2 your oracle level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 5th level, the target instead becomes frightened, and at 7th level, the target becomes panicked.

I'm limited to what's in the SRD since I don't own any of the SOP material. I'll see what options can enhance my combat ability.


Sounds like a plan. For the record, everything except campaign-specific material is on the SoP wiki. XD


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

(Which is here)


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Thanks!


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

So this should bulk up both offense and defense while keeping the spirit of being haunted/protected by the spirit world.

Level 3
+1 BAB
+1 Will save
+1 Spellpool
7 Skill points (Diplomacy,Knowledge Arcana , *Knowledge Local , , *Knowledge Planes , *Knowledge Religion, Heal, Perception)
2 Background skills (Knowledge History, Perform Dance)

New Revelation (Phantom touch)
Phantom Touch (Su): As a standard action, you can perform a melee touch attack that causes a living creature to become shaken. This ability lasts for a number of rounds equal to 1/2 your oracle level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 5th level, the target instead becomes frightened, and at 7th level, the target becomes panicked.

+1 Magic talent (Manipulate Undeath (ghost strike) [Core])
You may make a ghost strike that harms undead, dealing 1d8 damage per 2 caster levels (minimum: 1d8, Will half). You may spend a spell point to instead heal the undead for this amount.

Feat: Extra Magic Talent
Catch Shield
By spending a spell point as a standard action, for one round plus one round per three caster levels you may use Catch on projectiles once per round without readying an action. Any objects you catch in this way drop to the ground at the beginning of your next turn if you do not concentrate on them normally or spend a spell point to maintain telekinesis with Sustained Force. You cannot have more than one catch shield active at any one time.

And my touch generating escalating fear effects just lives up to the name "Spooky" could even be that before now physical contact with me can sometimes give people goosebumps if I'm in the wrong mood. heh

In addition to swapping out Automatic writing for Brain Drain


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Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

There's no save on that fear touch? Awesome.

By the way, since you have the Wild Magic drawback, you may be interested in the Spheres Wild Magic system, having effects customized to the sphere you are currently using.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Very cool. And yeah, apparently a few of my abilities don't allow a save.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

I still need to get a PDF of the Spheres stuff so that I can look at it. I keep meaning to but I always think about it when I don't have time to and then forget to when I do.

I really wish I had contributed to the Kickstarter way back when it was running so I could have a paper copy of it. Hindsight and all that.


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

No need for a PDF, just click Here


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Efrem is Ellena's nineteen year-old younger brother; I don't think I've named him before.

Also, just realized I never actually threw anything about Ellena's grandfather in her backstory, I'll see about fixing that this weekend. (Could've sword I had....)


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Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

YBD, why can't you roll like that when something is attacking us? Five rolls and only one of them was above an 8.


@Azaghal: the forum dice enjoy screwing over players. Apparently their coder was a GM. XD

@Everyone: how much time are you planning to spend here? This is a project that will easily take weeks.


So, it's looking like you're leaning toward taking the documents back to Headquarters and sending LeBrix a warning. If you flesh that out a little, we can move forward whenever you're ready.

No rush, by the way. It's the holidays, so I imagine everyone's busy. XD


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It's payday! Each of you gains 2,500gp worth of gear and coin. XD


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

I've spent a lot on getting gear I need, so is there any supplies the party as a whole could do with?


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Yay money!

A pair of Shackles of Compliance for 656 gp each could be thematically very nice, although I don't know how often we'd actually get to use them.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

After much agonizing over shopping, I've decided to sell my potions of vanish and magic weapon and go for:

- a steel +1 rapier, which I will call Kindness (2320 gp)
- a light crossbow, with 20 standard bolts, 20 incendiary ones and 20 barbed ones (49 gp)
- two CLW potions, CL 1 (100 gp)
- a lighter, spark-casting if possible, mechanical otherwise (I'm guessing 10-20 gp?)

By my calculations, this would leave me with 293 gp and some change for eventualities, minus the price of the lighter.

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