Dwarves of Gold Peak

Game Master Nathanael Love

Three months after a crushing defeat, the Dwarves of Gold Peak must band together, defend the city, rally their forces and allies, and eventually rescue the captured King Dak Nimbus.


251 to 300 of 1,403 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

Well I’m keeping that 20 :p


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

just to let you know I am in a training this week so the morning time that I usually update I probably will not be able to; I'll be sure to update when I get home from work every afternoon.


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Without further update from the storm dwarves, can you please RP them requesting The council to bestow the title of the villa on Durnim serving the throne?

Then Durnim will accept.

Thanks


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

I’d prefer to give them more time. I generally shy away from taking control of PC characters outside of combat.

Because that leads to situations where someone says “I was gone for a weekend and now I’ve given up my claim to the throne?!”


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Agreed. Combat botting is one thing..


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Basically we need up down from Thurgrom and Ungebrochen on if they will go with Durnim's plan to support their votes for the Villa in exchange for his getting the minor title that goes with it. . . we'll wait a bit before I push it forward.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

So, after the council meeting the next question will be what you are doing next- the current story lines available are now:

1. Missing caravan

2. Goldbeard's Ball on 40 Attrianna

We will be starting militia rounds for the next month (the month of Jarrett)


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

I'll spend one more downtime day and cast guidance on myself to make the spellcraft check for Kragg's belt since Ungebrochen seems a bit on the busy side.

Kragg, your belt is ready! I'll hand it to you in gameplay when we finish this meeting.

Rubius would far rather search for the missing caravan than attend a ball. XD


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

Great! Kragg will owe Rubius a debt of honor for this. So at the very least, Kragg throws his vote behind Rubius’. Here’s a second for the caravan


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

I’m busy at work. Durnim will definitely go to the wedding. Hopefully with is new magic armor.

Cheers


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Everyone can take 1,250 XP story award as we move into this next section of the journey and or ball.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Great! Are you tracking that somewhere or should we do that individually? Also, should I assume we were at the minimum XP for level 4 before the story award?


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Yes, sorry- at the end of the Battle of Gold Peak you were at 13,936; adding the story award of 1,250 puts you up to 15,186 which will level you to 5th level before you depart for the journey.


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

Nice. :) I’ll get Kragg leveled up

Large sieges teach you a lot!

Level 5
BaB/Saves: +0 :(
Feat: Weapon Focus Blasts
HP: +11 (59 HP)
Skills: +4
Blasts: Increases to 3d6+9 damage (with burn and Deadly Aim)

Metakinesis: (At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, he can empower her kinetic blast (as if using Empower Spell))

Infusion Specialization (At 5th level, whenever a kineticist uses one or more infusions with a blast, he reduces the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0.)

Magnetic Infusion

Element(s) air or earth; Type substance infusion; Level 3; Burn 2
Associated Blasts charged water, electric, metal, plasma, thunderstorm
Saving Throw none

Your kinetic blast causes your foes to become mildly magnetic.

Whenever an infused blast deals damage to a foe, attacks made with metal weapons (including metal kinetic blasts) against that foe receive a +4 bonus until the end of your next turn, and the foe takes a –4 penalty on Reflex saving throws to avoid metallic objects.

———

Big takeaway? When Kragg stands still to gather power, his attacks are magnetic. After he hits an enemy, the party gets +4 to hit that enemy for a round.

He can also accept 1 burn to do +50% damage with an attack.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Hey Kragg- on your skills for Diplomacy, what am I missing that gets you to 13?

I see ranks 2, +3 class skill, +2 wisdom, +1 trait, +1 from the item, but what did I miss?


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

The Familiar gives +3 and Ioun Stone +1


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

I think that's 12 then, right? Although you can put up to 3 more skill ranks in-

2 ranks, +2 wis, +3 class skill, +3 familiar, +1 trait, +1 ioun stone?


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

2 (ranks) + 3 (class) + 1 (trait) + 2 (wisdom) + 1 (stone) + 3 (Familiar) = +12

You’re right! Sorry about that


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

My Pathfinder optimization skills have atrophied, since switching to 5e.

What feat should my rage prophet take? I’m thinking extra rage or rage power, but I don’t know which rage power. Some of you are great. Would anyone be able to suggest?

Thanks


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Witch hunter and superstitious are both awesome rage powers!

Will level up later. Wasn't ready for 5 so fast.


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

Superstitious is fun. My favorite dwarf wizard slayer is....

Dwarven Barbarian VMC Wizard
* Glory of Old, Steel Soul, Hardy (+5 Saves vs spells)
* Superstitioun (The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.)
* VMC Void Wizard lvl7 (Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess.)

So at lvl7 you get +11 on all Saves against spells and SLAs. Enough to make paladins jealous.

————

As for your rage powers...

Beast Totem is great!
Lesser: Claws (never Unarmed)
Beast: While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained.
Greater: Pounce

I’m also a fan of elemental rage. Because choosing +1d6 elemental damage of your choice is very useful.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Most of the totems are great- spirit totem is- a slam attack from a floating spirit that adds your CHA to damage, 20 percent miss chance against ranged and non-adjacent (reach) melee, then passive damage to adjacent enemies at the start of your turn


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Oracle 3 choices:
Perception +1
Diplomacy +1
Sense Motive +2
Know (nobility) +1
Perform (oratory) +1

Wind Sight

Lesser Spirit Totem

Endure Elements


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

Yeah Wind Totem does seem like the best choice. Mechanically and for flavor


Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold

Btw Kragg, you can't take a 3rd level kineticist ability until 6th.


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

Oh really? Thanks, this is my first Kineticist. Ok...I’ll take a look at what I can get


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

Ok

Entangling Infusion

Element(s) earth, water, or wood; Type substance infusion; Level 2; Burn 2
Associated Blasts autumn, blizzard, cold, earth, ice, magma, metal, mud, sandstorm, spring, summer, verdant, winter, wood
Saving Throw Reflex negates

Your kinetic blast surrounds your foes in elemental matter.

Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0).

If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.

Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

———

Seems useful!


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Level 3 to level 5 mynrughdaer
HP: 2d10 ⇒ (8, 10) = 18 +2 Con + 2 Con + 2 Toughness = 24

+2 BAB +1 Fort. +1 Will

Class Features
Armsman +2
Rock Steady: Diehard

+1 1st-level Spell per day +1 bonus spell due to high Wisdom
Currently Prepared Bless, Crafter's Fortune

14 Skill points + 4 Background Skills
+2 Craft (weapons)
+2 Knowledge (nobility)

+2 Diplomacy
+2 Sense Motive
+2 Intimidate
+1 Climb
+2 Disable Device
+1 Knowledge (geography)
+1 Survival
+1 Spellcraft
+1 Appraise

Ability Score Increase Wis
Feat Powerful Maneuvers


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

So, Kragg is pretty interested in rebuilding the ruined fort on the new lands. I lowered his Intimidate (which he hasn’t used yet) to give him knowledge engineering (+5) as it fits his character. He also has Profession masonry (+10).

Using his Kineticist powers, what would the mechanics be for repairing a fort be?

And also, would anyone mind if for his vanity he named it Fort Kragg? It sounds good and would make him inordinately happy.


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

I'm confused. I thought we had the Villa and vineyards, which is effectively a manor.

Durnim is interested in being the lord and recruiting the workers, being the face.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Yes- the villa (Manor) vineyard has a ruined fort, where as the border fort has no Manor and a working fort.


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:
Oxnard Kettlebeak wrote:
Yes- the villa (Manor) vineyard has a ruined fort, where as the border fort has no Manor and a working fort.

OK Cool. At least we have foundations.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Also- any final preparations before we kick off the journey go ahead and make them now; I'll assume you're leaving the day after the council meeting unless anyone has a reason to delay; will kick off that section later tonight.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Rubius to level 5:

SM becomes SM III: Extra monsters are Lyrakien Azata and dire badger
6 skill ranks + 2 background skills
Summon tactics
Bane, discern lies
1 first level and 1 second level spell per day
1 second level spell known: Hold person
8 hp
1 feat: TBD

Tawny gains:
5 hp
1 skill rank in climb
1 feat: TBD


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Going to take precise shot for me and dodge for Tawny.


male Hobgoblin Gunslinger (Pistolero) 5/Shield Marshall 5

Level 5 skill up
Level 5 arcanist
Feat: Extra Traits: Clever Wordplay, Extremly Fashionable
Arcanist Explost: Dimensional Slide
Spells: False Life, Leviate
Skills: Know History + 1, Craft Alchemy +1; Know Arcana +1, Spellcraft +1
Use Magic Device +1, Diplomacy +4


Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold

Btw Kragg you probably wanted to say you were gathering in energy as your move action as it is quite showy visually. The gather and the specialization would reduce your burn to 1 (which is the most you can spend in a round until level 6).

You would have spent 3 burn all up normally from the Form infusion extended range and substance of entangling.


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

Yes I should be more clear. And truth be told I’m still learning as I go.

So:

Extended Range (1 burn) Entangling (2 burn) Gather (-1 burn) and Infusion Specialization (-1) for 1 point of burn. Which is needed for Elemental Overflow.

I’ll do better at explaining everything in the future. Thanks for your help


Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold

No problem. I GM weekly for a kineticist.

The two things that gets kineticists a lot is Gather and Specialization only work on blasts and you can only apply one Form and one Substance to a particular blast. You cant make an extended cone blast for example. But you seem to have those under control. :)


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

Really glad to hear it! Kineticists always scared me, but this campaign just felt like it needed one. :)

If I mess anything up please point it out! Always will be glad to learn more about how the class works. And if you have any build advice it would be appreciated


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

I was a little worried that the Gordon's breath weapon was going to be a bigger problem than it ended up being- that's a nasty effect if you don't make your saves, or if there are two Gorgons it can become permanent very quickly.


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

Reminds me of Baldur’s Gate. Basilisk ambushes ended games in seconds


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Traveling on business. Battle posts are complicated.

Now that he’s adjacent, his spirit totem attacks. Then 5 foot step back to attack with giant sticker.

Thanks


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Sorry for all the delays this week; I've picked up an incredibly nasty cold on top of my travel schedule; I'll update when I can.


Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold

Just to move out of the main thread and double check everything:

I saw the poison damage rolls of
4
3
1
2

For Vargas the order doesn't matter because he failed them all. But if someone passed a save they shouldn't take damage for that round, even if they fail a subsequent save which means the poison continues as you need to make two subsequent to shake it off before the duration ended.

So Vargas should be on 6 damage after the restoration. Which is 15 Hp removed from maximum and current for a level 5.


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

I'm really enjoying this game, too. Wish I had the more time for interaction.

I'm traveling again on business next week. Any posts will be random and uncomplicated. Please bot me as necessary.

cheers


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Ungebrochen, idk if you're still playing but I could really use an ID on that hag.


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

Sadly it seems like our resident dwarven wizard is gone. Perhaps it is time to look for a replacement? If so, can we do it by invite rather than public recruitment? In my experience it leads to fewer dropouts.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

It would certainly be helpful to have someone with more knowledge skills than my zero... Private invite usually works well.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Yeah seems he is just gone.

Will have to figure out who to add and incorporate them when the party returns to gold peak.

251 to 300 of 1,403 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Dwarves of Gold Peak Discussion All Messageboards

Want to post a reply? Sign in.