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Game Master Vrog Skyreaver

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Welcome all who were selected. I will have some additional information for you all this weekend, but for now, please create an Alias for your character (if you have not already done so), and please use the following template for your Race and Class Lines:

Race Line: Human Berserker 16 | Max HP: 299 | AC: 74; TAC: 66 | Saves: Fort (L): +26; Ref (M): +17; Will (T): +6 | Perception (L): +29/33 for initiative | Hero Points: 16 | Resonance: 11 (17)

Class Line: Current Damage: -1600 | Spell Points: 9 (83) | Spellcasting (E); DC: 27 | [spoiler =Spell Slots]1 (6)/ 3 (3)/ 2 (2)/ 1 (1)[/spoiler]

Once everyone here has checked in with their alt and I can see that you have your stat lines correct, I'll post the rest of the info we'll need.

Per my original plan, we'll be starting on Monday. Look forward to working with you all!


Female CG Human Sorceress |HP: 08/08 | AC: 12 (Tch: 11, Fl: 11) | CMB: -2, CMD: 9 | F: +2, R: +1, W: +1 | Init: +1 (+5 with Familiar) | Perc: -1, SM: -1 | Speed 30ft | Spellcasting (lvl 0, DC: 14) |
Spell Slots:
4 (lvl 1)
| Image

Thank you for the selection. I think I mostly have the class and race lines down. I'm uncertain how the parsing for the spell slots go. Is the number in the paresthesia the number of slots?

Here's hoping for a good game.


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

Conor here, reporting for duty!

I'm pretty amped for this AP, both because I'm enjoying the playtest so far and I've always wanted to run RoR.

For your statline requirements, the system for things like spells is current (max)?

Thanks!


Human (Half-Orc) Alchemist (Bomber) 2 | Max HP: 20 | AC: 17; TAC: 16 | Saves: Fort (E): +1; Ref (E): +7; Will (T): +3 | Perception (T): +3 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: 0 | Spellcasting (T); DC: 16 |
Daily Prep:
1 (6) IR; 2 Acid, 2 Lightning, 2 Ice, 2 Tangle, 2 EoLM <A|W> PF&Sh

Thanks for the selection!
I look forward to getting started!

I'll start adding those lines now ^^

edit: Done adding lines, assuming we're going to start with 1 hero point
I'll be getting wizardry from level two, so I've left in question marks for now.
Please let me know if you prefer something different ^^

edit2: it just occurred to me that I should probably track my daily preparations in the same way as spells... editing again xD


yes, the number in the parentheses are the number of slots you have, and the number before it is the number of slots you have remaining of that level. Sorry that I didn't make that clearer.

For now, feel free to leave it unspoilered, but I know that personally, I find it to be a bit much on even a mid-level caster.

Also, it goes without saying that you will need to update your stat lines when things change on your character (i.e. you cast spells, or take damage).


Human (Half-Orc) Alchemist (Bomber) 2 | Max HP: 20 | AC: 17; TAC: 16 | Saves: Fort (E): +1; Ref (E): +7; Will (T): +3 | Perception (T): +3 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: 0 | Spellcasting (T); DC: 16 |
Daily Prep:
1 (6) IR; 2 Acid, 2 Lightning, 2 Ice, 2 Tangle, 2 EoLM <A|W> PF&Sh

BTW, I'm currently planning on spending my 2nd level skill feat on Multilingual to get two more languages, and my 2nd level class feat on the Wizard dedication.

How does a spell book written in Necril sound? Muwahahaha xD
I'm still torn about what I should pick for the other language, though.
Maybe the book should be in two different uncommon languages? xD

I guess there's plenty of time to think about it xD


I sent a PM to our two wayward players, asking them to report in. I'll give them until tomorrow night to do so, then I'll have to look at repicking their spots (and reopening the recruitment, since Tiro was our only healer).


Spells Prepped / Used:
Cantrips: Detect Magic, Disrupt Undead, Light, Shield, Stabilize; 1st Level: Heal, Heal, Sanctuary; Channel: 3/3
Halfling Cleric of Pharasma 2 | Max HP: 22 | AC: 13; TAC: 12 | Saves: Fort (E): +3; Ref (T): +2; Will (E): +6 | Perception (T): +5 | Hero Points: 1 | Resonance: 5 Current Damage: 0 | Spell Points: 3 | Spellcasting (T); DC: 14 | 2 (2)

Hello all! Glad to be joining. I think my stat lines are good, but let me know if you have any changes.

Looking forward to this!


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

Languages, right. Never did select my human bonus language. Goblin or giant makes sense for the AP, but being a Bard I'm thinking he would have gone with ... Elvish. Sounds more Bardy


Male Human Monk 2 | Max HP 32 | AC 17; TAC 17 | Fort (E) +3; Ref (E) +7; Will (E) +1 | Per (T) +0 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: -0 | SP/Spells: N/A

Apologies! I forgot to check the recruitment thread over the weekend. Amycus here and reporting for duty!


Alec Greene | Male Human Bard 1 | Perception +2 | | AC 15 TAC 13 | F +2 R +3 W +2 | HP 14/21 | Spell Points 3/3 | Hero 1/1 | Spells 1st 1/2 | Cond:

Sweet! Let's get our heroics on!


Male Human Monk 2 | Max HP 32 | AC 17; TAC 17 | Fort (E) +3; Ref (E) +7; Will (E) +1 | Per (T) +0 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: -0 | SP/Spells: N/A

If it's alright, I made a few more purchases for Amycus. He's trained in Thievery and had no thieves' tools (derp)! Also picked up a couple other useful roguish items. Hand mirror, chalk, et cetera. I had originally purchased an expert crowbar for him, but just realized that technically that's a level 2 item, so I removed that. We'll just have to rely on Amycus' swanky thieving skills to break into stuff. (Gods help us.) :P


Female CG Human Sorceress |HP: 08/08 | AC: 12 (Tch: 11, Fl: 11) | CMB: -2, CMD: 9 | F: +2, R: +1, W: +1 | Init: +1 (+5 with Familiar) | Perc: -1, SM: -1 | Speed 30ft | Spellcasting (lvl 0, DC: 14) |
Spell Slots:
4 (lvl 1)
| Image

I have a rules question for you. On page 379, it says

Quote:
While holding a staff, you can use Somatic Casting actions even without a hand free by gesturing with the staff instead of your hand, regardless of whether you're casting spells from the staff or any of your other spells

Does this only apply to magical staves that have spells or does this apply to all staves including mundane ones?


It only applies to magical staves, mainly cause it looks like mundane staves are just quarterstaffs (the weapon; there are no non-magical implements except for holy symbols).


Human (Half-Orc) Alchemist (Bomber) 2 | Max HP: 20 | AC: 17; TAC: 16 | Saves: Fort (E): +1; Ref (E): +7; Will (T): +3 | Perception (T): +3 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: 0 | Spellcasting (T); DC: 16 |
Daily Prep:
1 (6) IR; 2 Acid, 2 Lightning, 2 Ice, 2 Tangle, 2 EoLM <A|W> PF&Sh

So is everything good to go?
I think everyone is here now

and I feel ready xD

@Conor: Velkan has been exploring ancient ruins. He's picked up Jotun in his attempts to avoid having his bones ground up for bread :D

Idk if you can, but if you picked up Varisian we'd have at least 2 PCs that speak it xD


Okay, sorry about the delay. I had to work late the last few days, which cut into me finishing my conversion. I will have the initial post up for you in the next couple of hours.

EDIT: Initial posts are up. Please stick to spoilers for now. Don't worry, you'll all get acquainted soon enough...


Human (Half-Orc) Alchemist (Bomber) 2 | Max HP: 20 | AC: 17; TAC: 16 | Saves: Fort (E): +1; Ref (E): +7; Will (T): +3 | Perception (T): +3 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: 0 | Spellcasting (T); DC: 16 |
Daily Prep:
1 (6) IR; 2 Acid, 2 Lightning, 2 Ice, 2 Tangle, 2 EoLM <A|W> PF&Sh

upon rereading, it occurs to me that "stick to spoilers" might mean our posts should be totally in spoilers.

Have I failed at literacy? xD

Also, I keep forgetting to ask about (lamp) Oil (page 186). It doesn't say much in the way of stats for combat.
Should I use 20' range (like a default alchemist's fire)?
And no +STR to damage, right? xD


Male Human Monk 2 | Max HP 32 | AC 17; TAC 17 | Fort (E) +3; Ref (E) +7; Will (E) +1 | Per (T) +0 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: -0 | SP/Spells: N/A

Ah yeah. Didn't even think of that! :S


Human (Half-Orc) Alchemist (Bomber) 2 | Max HP: 20 | AC: 17; TAC: 16 | Saves: Fort (E): +1; Ref (E): +7; Will (T): +3 | Perception (T): +3 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: 0 | Spellcasting (T); DC: 16 |
Daily Prep:
1 (6) IR; 2 Acid, 2 Lightning, 2 Ice, 2 Tangle, 2 EoLM <A|W> PF&Sh

If we failed, at least we failed as a team? xD


It's not a big deal. I just didn't emphasize it, so no harm, no foul. That being said, please do stick to spoilers until I indicate otherwise. I'm going to be seeding plot hooks/local info, and I don't necessarily want everyone to have access to all of it just yet =P


Male Human Monk 2 | Max HP 32 | AC 17; TAC 17 | Fort (E) +3; Ref (E) +7; Will (E) +1 | Per (T) +0 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: -0 | SP/Spells: N/A

Can do!


Human (Half-Orc) Alchemist (Bomber) 2 | Max HP: 20 | AC: 17; TAC: 16 | Saves: Fort (E): +1; Ref (E): +7; Will (T): +3 | Perception (T): +3 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: 0 | Spellcasting (T); DC: 16 |
Daily Prep:
1 (6) IR; 2 Acid, 2 Lightning, 2 Ice, 2 Tangle, 2 EoLM <A|W> PF&Sh

waiting in line shouldn't be so entertaining xD


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Just you...wait. =D


Male Human Monk 2 | Max HP 32 | AC 17; TAC 17 | Fort (E) +3; Ref (E) +7; Will (E) +1 | Per (T) +0 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: -0 | SP/Spells: N/A

Hey guys! If you weren't aware, update 1.6 dropped today:

Blog Post is here!

Big changes on this one, especially for alchemists and paladins (so lots of reading for Velkan - sorry!). But every class got some love. Not a huge fan of what they did with barbarian rage, but on the bright side, paladins actually get Smite Evil again! (Optionally. At 12th level. But at least it's there!)

I don't think any huge changes were made to the monk, but I'll be sure to look it over tomorrow to make sure.

Good thing this dropped now, before any big combats or anything! Also, from the blog post, it looks like this will be the last rules update of the playtest (though they will continue to announce changes as they make them, just not as part of the playtest). The next rules update that comes out will be the 2nd edition core rulebook!


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

So I get a new cantrip. Cool. The rest should largely be irrelevant for my build.

I am a bit confused they list.

"I spell repituire, increase the number of cantrips to 5, plus the one you gain from your muse"

But the spell you gain from your muse is a first level (true strike, summon monster, soothe). Unless this was changed in an update and I am unaware of it.


Male Human Monk 2 | Max HP 32 | AC 17; TAC 17 | Fort (E) +3; Ref (E) +7; Will (E) +1 | Per (T) +0 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: -0 | SP/Spells: N/A

That one puzzles me as well. I could find no mention of a change where muses granted you cantrips instead of, or in addition to, the 1st level spells, but maybe I just missed something. The rules update document has gotten a little chaotic.

As for me, nothing really changes, except now I spend my days staring longingly at Ki Strike. :P They made it significantly more potent. Alas. Punchy, Amycus is. Mystical, he is not.


Human (Half-Orc) Alchemist (Bomber) 2 | Max HP: 20 | AC: 17; TAC: 16 | Saves: Fort (E): +1; Ref (E): +7; Will (T): +3 | Perception (T): +3 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: 0 | Spellcasting (T); DC: 16 |
Daily Prep:
1 (6) IR; 2 Acid, 2 Lightning, 2 Ice, 2 Tangle, 2 EoLM <A|W> PF&Sh

Thanks for the heads-up, I'll try to figure out the changes I need to make and fixup this alias soon ^^


Do get your characters updated, but since this first part is mostly RP, we have a little bit of time. I'll also read over the alchemist section more thoroughly (I glanced through it, and it looks like they're using the changes they made for the Resonance test Alchemist).

For the Bard cantrip thing, I belive they are referring to Inspire Courage.


Human (Half-Orc) Alchemist (Bomber) 2 | Max HP: 20 | AC: 17; TAC: 16 | Saves: Fort (E): +1; Ref (E): +7; Will (T): +3 | Perception (T): +3 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: 0 | Spellcasting (T); DC: 16 |
Daily Prep:
1 (6) IR; 2 Acid, 2 Lightning, 2 Ice, 2 Tangle, 2 EoLM <A|W> PF&Sh

The biggest change is that I can't make 14 potions/day now xD

I get int + level (5) infused reagents and spend them 1 for 1 potion at any time, or 1 for 2 potions if I make potions at the start of the day xD

This also puts my Resonance down at 4 (all unused, which is nice)

Seems like the other big changes won't matter 'till later, but Acid does 1d6 persistent instead of 1d4 ^^


Male Human Monk 2 | Max HP 32 | AC 17; TAC 17 | Fort (E) +3; Ref (E) +7; Will (E) +1 | Per (T) +0 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: -0 | SP/Spells: N/A

Very nice!


Human (Half-Orc) Alchemist (Bomber) 2 | Max HP: 20 | AC: 17; TAC: 16 | Saves: Fort (E): +1; Ref (E): +7; Will (T): +3 | Perception (T): +3 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: 0 | Spellcasting (T); DC: 16 |
Daily Prep:
1 (6) IR; 2 Acid, 2 Lightning, 2 Ice, 2 Tangle, 2 EoLM <A|W> PF&Sh

I can make 2 of each of 5 different potions xD
But I can't roll 10+ on a d20 to get bonus potions...

Overall I think the change is for the better, but I just realized that have to rethink if I want the +2 resonance feat
(I think I want to keep it anyway, but since it doesn't help my main class feature anymore...hmmm....)


Male Human Monk 2 | Max HP 32 | AC 17; TAC 17 | Fort (E) +3; Ref (E) +7; Will (E) +1 | Per (T) +0 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: -0 | SP/Spells: N/A

I think that feat will have more usefulness at later levels in the final edition. From prior blog posts, it sounds like their endgame is to have Resonance be a flat 10 RP for everyone, and it will only affect worn items, not consumables. Since you're unlikely to find much gear requiring Resonance investment at early levels, I can see that being a clutch feat at like 12th when you have fourteen magic items and only ten "slots" to fill them with, to give you some more options. At this low of a level, I'm not sure how much good it does you, since your abilities no longer require any Resonance whatsoever. But if you want to keep it, it will likely be very handy down the line.

Or, due to the intended Resonance changes for the final product, the feat could very well end up getting nixed entirely. Who knows?


Human (Half-Orc) Alchemist (Bomber) 2 | Max HP: 20 | AC: 17; TAC: 16 | Saves: Fort (E): +1; Ref (E): +7; Will (T): +3 | Perception (T): +3 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: 0 | Spellcasting (T); DC: 16 |
Daily Prep:
1 (6) IR; 2 Acid, 2 Lightning, 2 Ice, 2 Tangle, 2 EoLM <A|W> PF&Sh

True. In which case, I'll just need to remember to get a different 1st level feat.

I was thinking of keeping it mostly for bonus activations of items we might find lying around. Velkan will definitely be short on inherint magic and he'll need all the (second-hand?) staves/wands/etc he can get xD

I say second-hand because I assume Syeira will get first pick on wizardy items.
Right? :D


Male Human Monk 2 | Max HP 32 | AC 17; TAC 17 | Fort (E) +3; Ref (E) +7; Will (E) +1 | Per (T) +0 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: -0 | SP/Spells: N/A

Well Amycus will certainly have no use for them! Except maybe to smack people with. :P

"Oi! Howzis thing work?" *wiggles wand up and down, then thwacks a goblin across the face with it* "Neva mind, I got it!"


Female CG Human Sorceress |HP: 08/08 | AC: 12 (Tch: 11, Fl: 11) | CMB: -2, CMD: 9 | F: +2, R: +1, W: +1 | Init: +1 (+5 with Familiar) | Perc: -1, SM: -1 | Speed 30ft | Spellcasting (lvl 0, DC: 14) |
Spell Slots:
4 (lvl 1)
| Image

If I read through 1.6 correctly, Syeira gets an extra cantrip, and then she also gains Quick Preparation as a class ability now.


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve
GM Skyreaver wrote:

Do get your characters updated, but since this first part is mostly RP, we have a little bit of time. I'll also read over the alchemist section more thoroughly (I glanced through it, and it looks like they're using the changes they made for the Resonance test Alchemist).

For the Bard cantrip thing, I belive they are referring to Inspire Courage.

I suppose that makes sense. I forget Inspire is a cantrip and not a class feature.

I'll snag Disrupt Undead as my new cantrip.


Male Human Monk 2 | Max HP 32 | AC 17; TAC 17 | Fort (E) +3; Ref (E) +7; Will (E) +1 | Per (T) +0 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: -0 | SP/Spells: N/A

An underrated cantrip even in 1e. Good choice!


Human (Half-Orc) Alchemist (Bomber) 2 | Max HP: 20 | AC: 17; TAC: 16 | Saves: Fort (E): +1; Ref (E): +7; Will (T): +3 | Perception (T): +3 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: 0 | Spellcasting (T); DC: 16 |
Daily Prep:
1 (6) IR; 2 Acid, 2 Lightning, 2 Ice, 2 Tangle, 2 EoLM <A|W> PF&Sh

yeah, all casters get a 5th cantrip at 1st instead of 4th level. I'll be spending feats to get wizard powers so I'll never get a 5th cantrip xD


I am personally a huge fan of disrupt undead.


Human (Half-Orc) Alchemist (Bomber) 2 | Max HP: 20 | AC: 17; TAC: 16 | Saves: Fort (E): +1; Ref (E): +7; Will (T): +3 | Perception (T): +3 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: 0 | Spellcasting (T); DC: 16 |
Daily Prep:
1 (6) IR; 2 Acid, 2 Lightning, 2 Ice, 2 Tangle, 2 EoLM <A|W> PF&Sh

you know, between the likelihood of encountering undead in any adventuring career and the fact that Velkan worships Pharasma, I almost decided to add Disrupt Undead to my plans for Velkan xD

Then I realized I'd probably only ever use two cantrips except during downtime and that he found the book, so that'd actually be a huge coincidence instead of Velkan's choice xD

Hmmm, now that I think about it, Velkan and Syeira can coordinate their spell research later, after he deciphers the book...

Does Syeira have any of
PRESTIDIGITATION,
PRODUCE FLAME,
SHIELD,
or
SIGIL
?
'cause Velkan might discover a set of 4 cantrips that aren't exactly those four xD

/me goes off to double check how spell copying (for wizards) works in PF2e...


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

Arcana skill IIRC

I plan to grab the feat at level 2 that let's me keep a spell book and prepare one extra spell a day.

Unless we end up needing more beef up front then maybe the fighter archetype, a bastard sword and medium armor.


Female CG Human Sorceress |HP: 08/08 | AC: 12 (Tch: 11, Fl: 11) | CMB: -2, CMD: 9 | F: +2, R: +1, W: +1 | Init: +1 (+5 with Familiar) | Perc: -1, SM: -1 | Speed 30ft | Spellcasting (lvl 0, DC: 14) |
Spell Slots:
4 (lvl 1)
| Image

Syeira's known cantrips include:
Daze
Detect Magic
Electric Arc
Light
Mage Hand
Message
Prestidigitation
Produce Flame
Ray of Frost
Tanglefoot

At the moment she has Daze, Electric Arc, Light, Message, Prestidigitation, Ray of Frost, and Tanglefoot prepared.

As far as copying spells go, I think for 2e, the steps are as follows:

0) Be trained or better in Arcana
1) Spend an hour per spell level studying the spell (or converse with the person who knows it) does this mean 0 time for a cantrip?
2) Have magical materials to spend equal to table 4-2 (for cantrips its 20sp
3) Roll an arcana check against the DC specified by the DM. For cantrips its around a DC 13.


Female CG Human Sorceress |HP: 08/08 | AC: 12 (Tch: 11, Fl: 11) | CMB: -2, CMD: 9 | F: +2, R: +1, W: +1 | Init: +1 (+5 with Familiar) | Perc: -1, SM: -1 | Speed 30ft | Spellcasting (lvl 0, DC: 14) |
Spell Slots:
4 (lvl 1)
| Image
Conor the Wanderer wrote:

Arcana skill IIRC

I plan to grab the feat at level 2 that let's me keep a spell book and prepare one extra spell a day.

Unless we end up needing more beef up front then maybe the fighter archetype, a bastard sword and medium armor.

Just as a note, I plan on grabbing the fighter archetype feat at 2 and playing Syeira as a Magus type, with a bastard sword and medium armor


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve
Syeira Cretu wrote:
Conor the Wanderer wrote:

Arcana skill IIRC

I plan to grab the feat at level 2 that let's me keep a spell book and prepare one extra spell a day.

Unless we end up needing more beef up front then maybe the fighter archetype, a bastard sword and medium armor.

Just as a note, I plan on grabbing the fighter archetype feat at 2 and playing Syeira as a Magus type, with a bastard sword and medium armor

Cool, then I wont need to.

Running Arclords Envy with just such a character and enjoy it. Solid damage capability with things like magic weapon, true strike and Magical Striker. But kinda squishy on HPs, dont forget False Life!


Female CG Human Sorceress |HP: 08/08 | AC: 12 (Tch: 11, Fl: 11) | CMB: -2, CMD: 9 | F: +2, R: +1, W: +1 | Init: +1 (+5 with Familiar) | Perc: -1, SM: -1 | Speed 30ft | Spellcasting (lvl 0, DC: 14) |
Spell Slots:
4 (lvl 1)
| Image

Yeah, its nice with them moving quick preparation from a level 4 feat to free at level 1. Makes it easier to get Magical Striker


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

Indeed


Human (Half-Orc) Alchemist (Bomber) 2 | Max HP: 20 | AC: 17; TAC: 16 | Saves: Fort (E): +1; Ref (E): +7; Will (T): +3 | Perception (T): +3 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: 0 | Spellcasting (T); DC: 16 |
Daily Prep:
1 (6) IR; 2 Acid, 2 Lightning, 2 Ice, 2 Tangle, 2 EoLM <A|W> PF&Sh

Nice xD
Also, after looking at the prices for keeping the spell permanently, I think I'll settle for "Borrow An Arcane Spell" if I ever feel the need xD


Okay, so since we've now begun our first combat, I'll explain a bit about how I run pbp combat:

First, as I said in the recruitment, we'll be using the Theater of the mind for our map. Normally, I would post a map of the area for you, but since you're in an open square I don't feel the need. If you feel otherwise, let me know.

Secondly, on initiative, I will roll init for all creatures and track it at the beginning of each of my posts that are in combat.

The other thing that I will do is to track damage (for both sides) when I do my beginning of round post. I find this is really helpful for healers and support characters.

As far as posting order goes, I don't require people to post in order; instead, what I do is post "Players are up!" and when I have a post from everyone (or botted if I haven't heard from you in one weekday), I'll post the round summary and we'll start all over again. If your target dies from someone's actions ahead of you, I'll move them over to the next reasonable target; I'm not going to screw you out of anything (as I've had players before tell me they worried about, hence why I'm bringing it up), but if you need to move to make a second attack, instead of attacking three times, I'll do that to make your action as relevant to what you post as possible.

In my end of round post, I also like to get a bit descriptive the round's actions, to try and tie them together into a cohesive narrative; I will also try (my best, but I might forget from time to time) to explain why you missed as a form of a hint to what caused it (something like: Your blow, though mighty, resounded off his breastplate, which seemed to completely absorb it.)

That should be everything. As always, ask if you have questions.


Human (Half-Orc) Alchemist (Bomber) 2 | Max HP: 20 | AC: 17; TAC: 16 | Saves: Fort (E): +1; Ref (E): +7; Will (T): +3 | Perception (T): +3 | Hero Points: 3 | Resonance: 5 (5) | Current Damage: 0 | Spellcasting (T); DC: 16 |
Daily Prep:
1 (6) IR; 2 Acid, 2 Lightning, 2 Ice, 2 Tangle, 2 EoLM <A|W> PF&Sh

So... a sea of undead? as in more than we can reasonably fight? xD

Welp, I think I know where to go...


It initially seems like that, but think of them as mobs (not the horrible 3.5 creature type, but the actual definition of the word): they will each have a pool of HP, and although some will stop to fight you, others are still trying to spread out, almost as if remembering their old lives.

We're also going to abstract this a bit as well, and your attacks will be more than a just a round by round combat, as I want this to be more cinematic than tactical). I'll also be limiting the number of attacks that they take against your group to represent them getting in each other's way.

I forgot to mention this above: For this combat, mention whether you are attacking Skeletons or Zombies.

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