Fort Inevitable (Inactive)

Game Master Daedeloth

Adventures around Fort Inevitable


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As everyone stares at the candles waiting for more monsters, the outlines of a door materialize in the stone wall behind the pentagram. You don’t need to enter or move through the pentagram or candles to reach the door.


AC 23; HP 51; INIT +6; PERCEPT +27
Combat:
Shortbow +13 / 1d6+6; Morningstar +6 / 1d8+1; Sneak Attack +4d6
Saves:
Fort +4 Ref +12 Will +5

Yeah . . . Pnin gives the pentagram a wide berth. He looks it over for traps both physical and magical.

Rogues can perceive magical traps, right?

Perception+Traps: 1d20 + 21 ⇒ (15) + 21 = 36


The pentagram is a magical portal and cage of sorts so it’s kind of trap but it’s not inherently dangerous to the party, just the possibility of things coming through the portal that are dangerous, as you have already experienced.


AC 23; HP 51; INIT +6; PERCEPT +27
Combat:
Shortbow +13 / 1d6+6; Morningstar +6 / 1d8+1; Sneak Attack +4d6
Saves:
Fort +4 Ref +12 Will +5

Damn, I meant to write that I looked over the newly apparent door for traps. Pnin had already had his full of pentagrams. Let me know if you want another roll for the door


It’s obviously magical but no apparent traps.


AC 23; HP 51; INIT +6; PERCEPT +27
Combat:
Shortbow +13 / 1d6+6; Morningstar +6 / 1d8+1; Sneak Attack +4d6
Saves:
Fort +4 Ref +12 Will +5

Pointing to the door: I say we push on. Better than more of us getting sick . . .

If there are no objections, Pnin will open the door.


Human Sorcerer4(Elemental Water) BAB +2 AC:15/19(mage armor) HP: 30 INIT:+9 Perp+8
saves:
F:4 R:5W:5
skills:
Appraise 5, Bluff 8 Intimidate 8, K-Arcana 6, K-Planes 5 Spellcraft 5, UMD 8, Perception 8
spells:
7/day elemRay 0:light, jolt, drench, message, disrupt undead, detect magic 7/day1:magic missile, mage armor, Summon 1, ENLARGE person, Grease, Protection From Evil (Burning Hands) 4/day2nd Flaming Sphere

Ok Kael has lit all of the evil candles.
Pnin is trapfinding and opening doors.
Idril searches for secret doors as the candles are lit and I look before Pnin opens up our doom.
perception: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23


AC 21; HP 84 INIT +2; PERCEPTION +16
Melee:
+13to hit (4STR/7BAB/2weapon); 2d6+8(6STR/2weapon)Power Attack+10 to hit (4STR/5BAB/2weapon/-2PA); 2d6+14 (6STR/2weapon/6PA)ranged composit bow +6;1d8+
Saves:
+9(+10) FORT; +7(+8) REF; +3(+4) WILL

perception: 1d20 + 15 ⇒ (9) + 15 = 24
Sanrael with sword at the ready


AC-22; HP 70 INIT +1; PERCEPTION +13
Melee:
Greatsword +12/+7 2d6+5; PA +10/+5 2d6+13
Saves:
+11FORT; +7REF; +9WILL

I'm for pushing on as well, but how's everyone's health before we do so?


Human Sorcerer4(Elemental Water) BAB +2 AC:15/19(mage armor) HP: 30 INIT:+9 Perp+8
saves:
F:4 R:5W:5
skills:
Appraise 5, Bluff 8 Intimidate 8, K-Arcana 6, K-Planes 5 Spellcraft 5, UMD 8, Perception 8
spells:
7/day elemRay 0:light, jolt, drench, message, disrupt undead, detect magic 7/day1:magic missile, mage armor, Summon 1, ENLARGE person, Grease, Protection From Evil (Burning Hands) 4/day2nd Flaming Sphere

Idril runs through the door.
She may die but she has...


AC 23; HP 51; INIT +6; PERCEPT +27
Combat:
Shortbow +13 / 1d6+6; Morningstar +6 / 1d8+1; Sneak Attack +4d6
Saves:
Fort +4 Ref +12 Will +5

Pnin says I'm relatively ok.

-6/32 HP


AC 22; HP 65; init +3; Perception + 10

Just feeling sick

-sickened-


Human Sorcerer4(Elemental Water) BAB +2 AC:15/19(mage armor) HP: 30 INIT:+9 Perp+8
saves:
F:4 R:5W:5
skills:
Appraise 5, Bluff 8 Intimidate 8, K-Arcana 6, K-Planes 5 Spellcraft 5, UMD 8, Perception 8
spells:
7/day elemRay 0:light, jolt, drench, message, disrupt undead, detect magic 7/day1:magic missile, mage armor, Summon 1, ENLARGE person, Grease, Protection From Evil (Burning Hands) 4/day2nd Flaming Sphere

Actually Idril wants to live...but she did look for other doors before she idiotically(no intelligence) ran forward into the new door(abyss).

-3HP
Sickened


AC 21; HP 84 INIT +2; PERCEPTION +16
Melee:
+13to hit (4STR/7BAB/2weapon); 2d6+8(6STR/2weapon)Power Attack+10 to hit (4STR/5BAB/2weapon/-2PA); 2d6+14 (6STR/2weapon/6PA)ranged composit bow +6;1d8+
Saves:
+9(+10) FORT; +7(+8) REF; +3(+4) WILL

-4 and a sore hand for me....sanrael is good to go....not as rashly as Idril…...but good nonetheless


AC-22; HP 70 INIT +1; PERCEPTION +13
Melee:
Greatsword +12/+7 2d6+5; PA +10/+5 2d6+13
Saves:
+11FORT; +7REF; +9WILL

Kael listens to everyone's response before being shocked by Idril's rash action. What the......?

Idril, stop!

Kael chases after her through the door to try and offer some protection against the unknown.


AC 21; HP 84 INIT +2; PERCEPTION +16
Melee:
+13to hit (4STR/7BAB/2weapon); 2d6+8(6STR/2weapon)Power Attack+10 to hit (4STR/5BAB/2weapon/-2PA); 2d6+14 (6STR/2weapon/6PA)ranged composit bow +6;1d8+
Saves:
+9(+10) FORT; +7(+8) REF; +3(+4) WILL

Oh Idril….
Sanrael follows Kael


Idril bursts into a cave like room that is about 20' wide and 30' long and into the waiting saw toothed glaive of a toothy mawed devil with a writhing black beard.

"It looks like dinner has finally arrived!"

On Idril flat footed AC15

glaive: 1d20 + 11 ⇒ (7) + 11 = 18
dam: 1d10 + 6 ⇒ (7) + 6 = 13

glaive: 1d20 + 5 ⇒ (10) + 5 = 15
dam: 1d10 + 6 ⇒ (4) + 6 = 10


AC 23; HP 51; INIT +6; PERCEPT +27
Combat:
Shortbow +13 / 1d6+6; Morningstar +6 / 1d8+1; Sneak Attack +4d6
Saves:
Fort +4 Ref +12 Will +5

Pnin enters, but fires from the doorway:

Rapid Shot: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12

Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Rapid Shot: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19

Damage: 1d6 + 5 ⇒ (3) + 5 = 8


AC-22; HP 70 INIT +1; PERCEPTION +13
Melee:
Greatsword +12/+7 2d6+5; PA +10/+5 2d6+13
Saves:
+11FORT; +7REF; +9WILL

At the sight of the devil Kael sucks in a breath-Inheritor's shield.... and then more confidently-Time to go back to the Hells fiend!

~smite evil~
GSPA: 1d20 + 7 + 3 ⇒ (5) + 7 + 3 = 152d6 + 13 + 4 + 8 ⇒ (3, 6) + 13 + 4 + 8 = 34


Human Sorcerer4(Elemental Water) BAB +2 AC:15/19(mage armor) HP: 30 INIT:+9 Perp+8
saves:
F:4 R:5W:5
skills:
Appraise 5, Bluff 8 Intimidate 8, K-Arcana 6, K-Planes 5 Spellcraft 5, UMD 8, Perception 8
spells:
7/day elemRay 0:light, jolt, drench, message, disrupt undead, detect magic 7/day1:magic missile, mage armor, Summon 1, ENLARGE person, Grease, Protection From Evil (Burning Hands) 4/day2nd Flaming Sphere

Question about flat footed. That takes away mage armor?

Idril is dead.


AC 21; HP 84 INIT +2; PERCEPTION +16
Melee:
+13to hit (4STR/7BAB/2weapon); 2d6+8(6STR/2weapon)Power Attack+10 to hit (4STR/5BAB/2weapon/-2PA); 2d6+14 (6STR/2weapon/6PA)ranged composit bow +6;1d8+
Saves:
+9(+10) FORT; +7(+8) REF; +3(+4) WILL

Sanrael
GSPA: 1d20 + 7 ⇒ (9) + 7 = 162d6 + 13 ⇒ (1, 2) + 13 = 16


Idril Doriath wrote:

Question about flat footed. That takes away mage armor?

Idril is dead.

Flat-Footed takes away Dex and Dodge.


Curral?


AC 22; HP 65; init +3; Perception + 10

Start a bardic performance 8/16(adjusted for sleep earlier)

Let's make the playing field level, strike at the maw of this toothy devil!

-sickened-

and move into the room if possible.


Human Sorcerer4(Elemental Water) BAB +2 AC:15/19(mage armor) HP: 30 INIT:+9 Perp+8
saves:
F:4 R:5W:5
skills:
Appraise 5, Bluff 8 Intimidate 8, K-Arcana 6, K-Planes 5 Spellcraft 5, UMD 8, Perception 8
spells:
7/day elemRay 0:light, jolt, drench, message, disrupt undead, detect magic 7/day1:magic missile, mage armor, Summon 1, ENLARGE person, Grease, Protection From Evil (Burning Hands) 4/day2nd Flaming Sphere

Idril is not down..
-26HP


So what is Idril doing for her turn?


Human Sorcerer4(Elemental Water) BAB +2 AC:15/19(mage armor) HP: 30 INIT:+9 Perp+8
saves:
F:4 R:5W:5
skills:
Appraise 5, Bluff 8 Intimidate 8, K-Arcana 6, K-Planes 5 Spellcraft 5, UMD 8, Perception 8
spells:
7/day elemRay 0:light, jolt, drench, message, disrupt undead, detect magic 7/day1:magic missile, mage armor, Summon 1, ENLARGE person, Grease, Protection From Evil (Burning Hands) 4/day2nd Flaming Sphere

Freezing hands
3d4 ⇒ (1, 2, 1) = 4M


Human Sorcerer4(Elemental Water) BAB +2 AC:15/19(mage armor) HP: 30 INIT:+9 Perp+8
saves:
F:4 R:5W:5
skills:
Appraise 5, Bluff 8 Intimidate 8, K-Arcana 6, K-Planes 5 Spellcraft 5, UMD 8, Perception 8
spells:
7/day elemRay 0:light, jolt, drench, message, disrupt undead, detect magic 7/day1:magic missile, mage armor, Summon 1, ENLARGE person, Grease, Protection From Evil (Burning Hands) 4/day2nd Flaming Sphere

Forgot one more
Freezing hands: 1d4 ⇒ 2

Maybe she should just die


Melee flails. Pnin manages one hit, but the devil is somewhat resistant to weapon damage. Curral sings. Idril freezes but the devil is also resistant to cold.

On Idril:
glaive: 1d20 + 11 ⇒ (11) + 11 = 22
Dam: 1d10 + 6 ⇒ (1) + 6 = 7

glaive: 1d20 + 6 ⇒ (5) + 6 = 11

Idril’s initial wounds also continue to bleed. 2 damage per wound.


Human Sorcerer4(Elemental Water) BAB +2 AC:15/19(mage armor) HP: 30 INIT:+9 Perp+8
saves:
F:4 R:5W:5
skills:
Appraise 5, Bluff 8 Intimidate 8, K-Arcana 6, K-Planes 5 Spellcraft 5, UMD 8, Perception 8
spells:
7/day elemRay 0:light, jolt, drench, message, disrupt undead, detect magic 7/day1:magic missile, mage armor, Summon 1, ENLARGE person, Grease, Protection From Evil (Burning Hands) 4/day2nd Flaming Sphere

Idril now is down.

Negative 7HP and bleeding out.


AC-22; HP 70 INIT +1; PERCEPTION +13
Melee:
Greatsword +12/+7 2d6+5; PA +10/+5 2d6+13
Saves:
+11FORT; +7REF; +9WILL

Kael glances at Idri's baleful wounds and debates a quick heal before swinging away instead-If we don't bring this thing down fast, we will all die!

GSPA: 1d20 + 7 + 3 + 1 ⇒ (2) + 7 + 3 + 1 = 132d6 + 4 + 8 + 1 ⇒ (5, 5) + 4 + 8 + 1 = 23

That may be the case regardless....


AC 21; HP 84 INIT +2; PERCEPTION +16
Melee:
+13to hit (4STR/7BAB/2weapon); 2d6+8(6STR/2weapon)Power Attack+10 to hit (4STR/5BAB/2weapon/-2PA); 2d6+14 (6STR/2weapon/6PA)ranged composit bow +6;1d8+
Saves:
+9(+10) FORT; +7(+8) REF; +3(+4) WILL

Kiryl!!! if you look upon us from where you are...allow Falayna to guide my blade!!!
Sanrael swings....GSPA: 1d20 + 7 ⇒ (12) + 7 = 192d6 + 13 ⇒ (3, 6) + 13 = 22


AC 21; HP 84 INIT +2; PERCEPTION +16
Melee:
+13to hit (4STR/7BAB/2weapon); 2d6+8(6STR/2weapon)Power Attack+10 to hit (4STR/5BAB/2weapon/-2PA); 2d6+14 (6STR/2weapon/6PA)ranged composit bow +6;1d8+
Saves:
+9(+10) FORT; +7(+8) REF; +3(+4) WILL

should be 20 to hit...didnt add in Currals +1 to hit for chant as well as +1 dmg for total 23


Human Sorcerer4(Elemental Water) BAB +2 AC:15/19(mage armor) HP: 30 INIT:+9 Perp+8
saves:
F:4 R:5W:5
skills:
Appraise 5, Bluff 8 Intimidate 8, K-Arcana 6, K-Planes 5 Spellcraft 5, UMD 8, Perception 8
spells:
7/day elemRay 0:light, jolt, drench, message, disrupt undead, detect magic 7/day1:magic missile, mage armor, Summon 1, ENLARGE person, Grease, Protection From Evil (Burning Hands) 4/day2nd Flaming Sphere

As Idril dies..

I knew the paladin was a fake

Reminds of Kiryl...swing and a miss


Idril Doriath wrote:

As Idril dies..

I knew the paladin was a fake

Quit your crying, you still have at least 3-4 more rounds :-P


Human Sorcerer4(Elemental Water) BAB +2 AC:15/19(mage armor) HP: 30 INIT:+9 Perp+8
saves:
F:4 R:5W:5
skills:
Appraise 5, Bluff 8 Intimidate 8, K-Arcana 6, K-Planes 5 Spellcraft 5, UMD 8, Perception 8
spells:
7/day elemRay 0:light, jolt, drench, message, disrupt undead, detect magic 7/day1:magic missile, mage armor, Summon 1, ENLARGE person, Grease, Protection From Evil (Burning Hands) 4/day2nd Flaming Sphere
Torvald Torvaldson wrote:
Idril Doriath wrote:

As Idril dies..

I knew the paladin was a fake

Quit your crying, you still have at least 3-4 more rounds :-P

You are incorrect I am bleeding from three wounds. -2HP on all three wounds.


AC 22; HP 65; init +3; Perception + 10

continue to Inspire Courage 9/16

Smash him hard, ring his bell! Send that bastard back to hell!!!

Cast CLW on Idril CLW: 1d8 + 4 ⇒ (7) + 4 = 11


AC 23; HP 51; INIT +6; PERCEPT +27
Combat:
Shortbow +13 / 1d6+6; Morningstar +6 / 1d8+1; Sneak Attack +4d6
Saves:
Fort +4 Ref +12 Will +5

Pnin was worried there would be damage resistance . . . oh boy!

Pnin moves into flanking position

Shortbow: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28

SneakAttack: 1d6 + 5 + 1 + 2d6 ⇒ (5) + 5 + 1 + (2, 3) = 16


Curral wrote:

continue to Inspire Courage 9/16

Smash him hard, ring his bell! Send that bastard back to hell!!!

Cast CLW on Idril [dice=CLW]1d8 + 4

Curral, Give me a 1d20 roll and add your caster level.


AC 22; HP 65; init +3; Perception + 10

special roll: 1d20 + 4 ⇒ (5) + 4 = 9


Pnin stalks to a flanking position and let’s fly a sneak attack that puts an arrow in the devil’s back. Kael succumbs to the pressure of the situation and fails to hit. Sanrael channels some Kiryl and hacks into the devil’s chest. Idril bleeds and Curral can’t stop the flow, his normally reliable spell completely fails.

“I do wish I could stay and savor her dying breath, but I must go.”

There is a puff of sulfurous yellow smoke and the devil is gone.

Need a DC15 heal check or caster check on any ability or spell to stop Idril’s bleeding.


AC 21; HP 84 INIT +2; PERCEPTION +16
Melee:
+13to hit (4STR/7BAB/2weapon); 2d6+8(6STR/2weapon)Power Attack+10 to hit (4STR/5BAB/2weapon/-2PA); 2d6+14 (6STR/2weapon/6PA)ranged composit bow +6;1d8+
Saves:
+9(+10) FORT; +7(+8) REF; +3(+4) WILL

heal: 1d20 + 5 ⇒ (6) + 5 = 11


AC-22; HP 70 INIT +1; PERCEPTION +13
Melee:
Greatsword +12/+7 2d6+5; PA +10/+5 2d6+13
Saves:
+11FORT; +7REF; +9WILL

Kael leans forward to try and heal Idril Iomedae give me your strength....

caster check: 1d20 + 4 ⇒ (14) + 4 = 18

LOH: 2d6 ⇒ (2, 6) = 8


Idril’s bleeding finally stops, she stabilized but remains unconscious, at negative 5 hit points.


AC 21; HP 84 INIT +2; PERCEPTION +16
Melee:
+13to hit (4STR/7BAB/2weapon); 2d6+8(6STR/2weapon)Power Attack+10 to hit (4STR/5BAB/2weapon/-2PA); 2d6+14 (6STR/2weapon/6PA)ranged composit bow +6;1d8+
Saves:
+9(+10) FORT; +7(+8) REF; +3(+4) WILL

now what...let us fall back and lick our wounds....heal....


AC 23; HP 51; INIT +6; PERCEPT +27
Combat:
Shortbow +13 / 1d6+6; Morningstar +6 / 1d8+1; Sneak Attack +4d6
Saves:
Fort +4 Ref +12 Will +5

Will things only get worse for us if we try to rest in here? Won't more of us get sickened? I don't like the looks of retreat, but I'm not sure staying in this room will be any better. Especially if that fiend reappears . . .

Pnin walks about the room and gives it an inspection

Perception+Traps: 1d20 + 21 ⇒ (6) + 21 = 27


AC 21; HP 84 INIT +2; PERCEPTION +16
Melee:
+13to hit (4STR/7BAB/2weapon); 2d6+8(6STR/2weapon)Power Attack+10 to hit (4STR/5BAB/2weapon/-2PA); 2d6+14 (6STR/2weapon/6PA)ranged composit bow +6;1d8+
Saves:
+9(+10) FORT; +7(+8) REF; +3(+4) WILL

thus we fall back to a better more secure area....Idril needs to recover...renew spells....


AC-22; HP 70 INIT +1; PERCEPTION +13
Melee:
Greatsword +12/+7 2d6+5; PA +10/+5 2d6+13
Saves:
+11FORT; +7REF; +9WILL

I'm more than fine to continue. Why don't we let Idril tell us what she wants.

Kael uses a wand to heal Idril

CLW wand: 6d8 + 6 ⇒ (2, 2, 7, 8, 3, 7) + 6 = 35

Are you alright Idril? There is some discussion that we should rest again before moving forward. How do you feel?


AC 21; HP 84 INIT +2; PERCEPTION +16
Melee:
+13to hit (4STR/7BAB/2weapon); 2d6+8(6STR/2weapon)Power Attack+10 to hit (4STR/5BAB/2weapon/-2PA); 2d6+14 (6STR/2weapon/6PA)ranged composit bow +6;1d8+
Saves:
+9(+10) FORT; +7(+8) REF; +3(+4) WILL

well Kael....if ya get all fancy on us then by all means...lets press on...my blade has tasted demon blood...it thirst for more....


Pnin explores the room noting no traps. At the far end of the cave there is a rough passage exiting that was concealed from view from your initial position just due to the irregular nature of the rock walls.

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This is the discussion thread for two campaigns:

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Character creation rules coming soon.


Pick one of the below sets of stats, then apply racial modifiers.

16, 14, 13, 12, 10, 10

16, 14, 14, 12, 10, 8

15, 14, 14, 13, 10, 10

15, 14, 14, 12, 12, 9

Max hit points at odd levels, half hit points at even levels.

Two traits, but "Second Chance" is not allowed.


DM will supply NPC healer.

Don't make up a back story.

Don't buy any gear.

You will understand soon enough.

Clint please invite your math teacher friend.


What are you going to make Clint?


AC-14; HP17 INIT +4; PERCEPTION +6
Melee/Ranged:
+5/+4; +3
Saves:
+5FORT; +2REF; +1WILL

I like killing...


Azzon wrote:
I like killing...

May want to reconsider on the alignment depending on rest of the party.


AC-14; HP17 INIT +4; PERCEPTION +6
Melee/Ranged:
+5/+4; +3
Saves:
+5FORT; +2REF; +1WILL

Azzon is happy to have some thralls along for the ride.


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

Can I play a Samarai with extra special powers? Solely to finish the mission, whatever it is.
Or a Ronin looking to find his honor again?

Or GM tells me what to play and be happy?


Samurai/Ronin aren’t an ideal fit for the campaign setting which is what I would describe as a traditional fantasy setting. We have 1 melee character already Fighter so you may want to fill another role: personally I thought you played the wizard well as Randtam, but understand if you wanna try something different.


M Half elven Melee ranger

Hey Clint....testing testing


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

Well, sir, it seems to be working.


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

Are you sure you want another Randtam?

I will go with whatever you desire. Should be fun and challenging.

Any particular race? A dwarf wizard would seem odd until I become a Stone Lord.


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

Help me out with what you need. A weak Elven Wizard is not what I want to be. Can I play a different race? Hobgoblin? Dmphir. Gnome(not a favorite). Maybe human again.

Let me know what works. A Samarai Wizard?


Bloodthorn wrote:
Hey Clint....testing testing

Welcome Bloodthorn!


Quinray Quantreant wrote:

Help me out with what you need. A weak Elven Wizard is not what I want to be. Can I play a different race? Hobgoblin? Dmphir. Gnome(not a favorite). Maybe human again.

Let me know what works. A Samarai Wizard?

Pick a race! Hobgoblins, gnomes and Dhampir welcome. Dhampir would make a better Sorcerer than Wizard.


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

Struggling and will need help to make the character.

1) Dmphir sorcerer

2) Hobgoblin Wizard

3). Human Oracle/wizard/cleric

4). Hybrid wizard/oracle/ninja

5). Oops come up with something new.....


Do the whistle, Bloodthorn!


AC-14; HP17 INIT +4; PERCEPTION +6
Melee/Ranged:
+5/+4; +3
Saves:
+5FORT; +2REF; +1WILL

Bring on the Dhampir sorcerer Don! The bummer of course being positive energy (regular healing) hurts you and negative energy heals you.

Alternatively be a human sorcerer with the Undead bloodline. Then take skill focus at 1st and eldritch heritage later to gain a 2nd bloodline of powers! Abyssal, Ectoplasm, Ghoul, Harrow, Infernal, Shadow might all work.

How about hobgoblin ninja? No point being a hobgoblin wizard (except flavor) as HG get +2 DEX/CON and nothing to INT.


If anyone has any additional questions about character creation, etc. feel free to ask.

If possible, would like to get all the characters created by the end of the weekend so we can kick off the campaign next week.


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AC 22; HP 65; init +3; Perception + 10

I'm on my way, like a lark
soon to be active o' visionDark


AC-14; HP17 INIT +4; PERCEPTION +6
Melee/Ranged:
+5/+4; +3
Saves:
+5FORT; +2REF; +1WILL
Curral wrote:

I'm on my way, like a lark

soon to be active o' visionDark

Without precise shot, don't be shooting us melee types in the back!


AC-22; HP 44 INIT +3; PERCEPTION +11
Melee:
Greatsword +9/2d6+6; PA: +9; 2d6+9
Saves:
+7FORT; +2REF; +7WILL

Absolutely! No friendly member of melee appreciates death from behind...


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

Going to go Human Sorcerer. Sorry it is taking so long. I have forgotten everything I know about this game.
Looking at ability scores 8,14,14,12,10,18 (+2 human)
Trying to figure out feats and the bloodline. Bloodline appears to be crucial to a sorcerer.


AC 22; HP 65; init +3; Perception + 10

hmm, hmm, hmm, No arrow from the rear, bop, bop, or Kentaur will appear, has a nice ring to it i'd say.


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

GM
Need help on bloodline and feat choices. Thought undead and that road could be fun, but if I cannot be healed it won't work.

Now looking at elemental bloodline...ranged touch attack stay out of melee. Which element can work. Feats: improved Init and toughness so I can stay alive.
Any ideas?

Almost thinking female for Charisma purposes. Alignment is neutral or does not matter.


Your charisma will be same whether you are male or female.

Clint’s character has a lot of fire based abilities so probably be good for you to choose an element other than fire. I think water would be fun as it is opposite of fire but earth or air would be fine too.

Improved initiative and toughness are good feats.


This is "Clint's teacher friend," Dan, checking in.


Welcome Dan! Feel free to ask questions if you need help creating your character. Any idea what you’re gonna play?


I was thinking a ranged Rogue, but if we are short on melee people I could change to Unchained Barbarian


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

GM sorcere or wizard? Which is better for this group.

Sorcerer human elemental water.


Welcome Teacher Dan! Plenty of melee (IMO); cat-person rogue it is!


AC 23; HP 51; INIT +6; PERCEPT +27
Combat:
Shortbow +13 / 1d6+6; Morningstar +6 / 1d8+1; Sneak Attack +4d6
Saves:
Fort +4 Ref +12 Will +5

Then we are going with Pnin!


Quinray Quantreant wrote:

GM sorcere or wizard? Which is better for this group.

Sorcerer human elemental water.

Either will work fine


Pnin wrote:
Then we are going with Pnin!

If you’re going with a rogue, you should probably use the “unchained rogue”. It is a bit better than the original rogue

http://www.d20pfsrd.com/classes/unchained-classes/rogue-unchained/


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

Female sorcerer extraordinaire

Going to die first arrow in the eye...unless she is awesome.

I have most of it written down.

Tech issues now


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

How do you recreate a character to get in this game. I do not know how other than character I have.


Quinray Quantreant wrote:
How do you recreate a character to get in this game. I do not know how other than character I have.

Click on "My Account" and put in your name/password. That should take you to your account page where you click on "Create new alias".


AC 22; HP 65; init +3; Perception + 10

I always forget that stuff.


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

Honestly. I cannot move forward if I tried. Connection is not connecting.

Valkahious


Quinray Quantreant wrote:

Honestly. I cannot move forward if I tried. Connection is not connecting.

Valkahious

You need to upgrade from that dial up modem!


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

Sorry not working.

Went through the crap.


AC-22; HP 44 INIT +3; PERCEPTION +11
Melee:
Greatsword +9/2d6+6; PA: +9; 2d6+9
Saves:
+7FORT; +2REF; +7WILL

Come now you lot! Let's to the fray and find victory for the righteous!


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

Hey. I am on my profile page but I cannot find "create new alias."


Quinray Quantreant wrote:
Hey. I am on my profile page but I cannot find "create new alias."

Try "My Account" instead of "my profile".

And if you want, you can always edit an old alias. The only thing you can't change is the name, so you could have Rantam or Quinray the Sorcerer.


Female Human Sorcerer

Tried it but does not work. This is what I have now.


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

Went over an old page. Do not know how to change any of this.


Female Human Sorcerer

Grub Gronk is the female sorcerer.


Grug Gronk wrote:
Grub Gronk is the female sorcerer.

Sent you a message.


M Half elven Melee ranger

Sanrael Bloodthorn Neutral Good age 18
Half Elf Ranger..."switch hitter"HP 10
with racial mods S16D15C14I13W10C12
FEATS POWER ATTACK/CLEAVE
STEALTH/SURVIVAL/PERCEPTION
breastplate AC 20
two handed sword
comes across like Hermey in rudolph the red nosed reindeer, a well intentioned misfit that to date, through no lack of trying, has been unable to live up to the legacy of the bloodthorns. starting out as a melee hacker and slasher and will pick up compound bow abilities as he ages...(if he lives past next week)


Welcome everyone, will kick off gameplay on Wednesday.

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