GM Toothy's Wrath of the Righteous

Game Master Sir Longears

HP, Sanity and Conditions:
Darrien - 17/22 - Grazed (-0*) | Sanity 31/33 (2 thd) |
Edril - 15/15 - Healthy (-0) | Sanity 35/38 (3 thd) |
Finja - 5/20 - Critical (-3) | Sanity 31/32 (2 thd) |
Ivanna - 9/17 - Grazed (-0*) | Sanity 36/36 (3 thd) |
Jiao Feng - (-1)/22 - Critical (-3) | Sanity 33/33 (2 thd) | disabled
Matheus Critchton - 16/16 - Healthy (-0) | Sanity 36/36 (3 thd) | (1 Str dmg)
___________________________
NPCs

Anevia 17/17 - Healthy (-0)
Aravashnial 35/35 - Healthy (-0)
Horgus 18/18 - Healthy (-0)
Isa 2/2 - Healthy (-0)

Battle Map


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Sayid Al'Shaytan wrote:
I like the concept, I would recommend having some options that are lateral rather than having an increase or decrease in level. Changing school might be a good option for that since a lot of the time that is just flavor.

I'm not sure this is the correct path. Changing a school without increasing a level basically negates the wizard's opposition/prohibited schools and empowers via the Spell Focus feat and favored school class ability.

Sayid Al'Shaytan wrote:
I would also recommend a mechanic for changing the size or number of damage dice. For example, increase fireball to d8s or change cap by level to 15 by increasing spell level by 1.

As Finja pointed, the Intensified Spell feat can increase the number of dice. Aside from that, I'm reticent to create more rules just for buffing damage dealing spells, since my intent is to give flexibility, not a power boost.

Sayid Al'Shaytan wrote:
I would also caution against allowing low level spells to be dropped by more than one level. I would say cannot drop the level by more than (initial level minus 2)/2 minimum 1. Round down of course. This means level 6 spells could be dropped to level 4, but 5 and below could only drop 1 level. Other wise you might end up seeing very powerful spells at lower levels. Or just make a rule that you can only use the level decrease to bring it down to the initial level but not below it.

Oh, my intent was never to lower the level of an existing spell. As you pointed, it would work only to reduce the level of a 'tinkered spell' up to the level of the base spell.

Matheus Critchton wrote:

I like the idea. Good to have some base guidelines, but each change should be taken as a whole of the game with explicit GM approval.

If you make a level 4 fireball conjuration the normal thing is that is would also get around SR - something that is huge.

Yes, everything will require my approval. Also, my intention to change school would be purely that, not including anything that a general spell of the new school would have.

Finja wrote:

Sounds nice. Some of the suggested things(e.g. increasing dice cap) can already be done via Metamagic.

But as Mattheus pointed out, it's worth noting that some changes may have unplanned-for consequences.
E.g. allowing the spells to be switched to one school makes Spell Focus/Improved Spell Focus extra tasty(if it is a safe-or-suck, the higher spell level simply adds to the DC so is not always a drawback) - and some metamagic feats work on spells with specific schools or descriptors.
How those interact with each other and what options they enable should also be considered.
I know you will be final arbitrator, but if one of our casters is going for a tasty combo, they should probably check first if it's going to work the way they want.
Also, you probably don't want to include cantrips on this, due to all-day-casting.
All that said, in opposition to the last sentence, I am all for a Magic Missile Cantrip variant that takes a full round action to cast and only counts half caster level(minimum 1) for all day fire-support even at low levels. (the splash and ray spells will often be fired into melee and fail with soft cover and abysmal to-hit - an auto-hit would be preferable even if it comes with the drawback of not moving.)

You made good points. As a rule o thumb, my decision will always tend towards diversification instead of empowerment.


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Guys, I can't move on without a direction...


HP: 5/20 | Stamina: 2/4 | AC: 22 / T: 13 / FF: 19 | Fort: +5, Ref: +1, Will: +1(+x vs MA&Fear) | CMB: +5, CMD: 16(18 vs Grapple, Trip) | Init: +1, Perception: -1

The creature probably has a readied action/first strike/whatever attack. I'm kinda afraid it's some trapdoor spider or something else that could incapacitate us from full HP in a single damage roll.
If we get it to 'waste' it's turn on a summon, we may be able to rush past.
Mechanically, Edril could probably 'start casting' so that he "finishes" a turn later with 2 actions left, so that he's not left behind?
If that does not work, at least we may get an idea on what we are dealing with, and any devastating alpha strike it has may be wasted on a summon(suspecting that because of the humanoid bones - they likely would have tried to get away or fight back.)

Also, I will likely be without internet from tomorrow morning until Tuesday Evening.


| HP: 8/9 | AC: 17; T: 13; FF: 14; CMD: 14 | Fort: +3; Ref: +3; Will: +4 | Init: +3; Perc: +2 | Senses: None
Daily Abilities:
Blessing: 3/3 | ShldoFth: 1/1 | Spells: L1 - 1/2 | Scale of Prot: 2/3
Active Blessing & Effect:
SoP - +4 Shield
Human Warpriest of Iomedae 1

Sorry I wasn't around yesterday...suddenly very busy at work so ability to goof off at my desk is a little bit more limited.

I will try to make some updates today at lunch and then again tonight after dinner. Will still be able to do once per day, but my previous ability to do more than once per day will probably be curtailed quite a bit.

X-Posting to all of my threads.


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Guys, I'm worried. Today it makes a full week from my last post. During recruitment, we have agreed to 1 post/day during weekdays and 1 on weekends... and yet some of you have failed even a ridiculous 1 post/week. When I'm on the player's seat, I honestly loose interest with such a slow performance... as a GM, I'm more lenient, but even so, we are far too slow.

Usually, when I notice one or two of the players are being responsible for dragging the game, I move on without them or even PM them asking about a faster posting rate, but this time I feel the 'slowness' is more generalized. Since last Friday, my last post got 4/6 posts, but even so, after a full week, I can't move us forward because there is no direction.

Because of all of this, I ask you again: Are you still interested in this game? If so, please, PLEASE, post at least 3-4 times a week; If not, lets move forward to other projects, for we are wasting our time here, since at this rate, we'll be dead IRL before we finish this campaign.

If you prefer to send your vote to continue or quit in private, feel free to do so.


HP: 5/20 | Stamina: 2/4 | AC: 22 / T: 13 / FF: 19 | Fort: +5, Ref: +1, Will: +1(+x vs MA&Fear) | CMB: +5, CMD: 16(18 vs Grapple, Trip) | Init: +1, Perception: -1

I am all for continuing. As said, weekends are not always easy, so, I missed the post on friday(probably due to time zone) and then posted on Monday.
My hooded lantern should provide 30 feet of normal light, and beyond, another 30 feet of low-light vision. But then, I did honestly NOT keep track of the lamp oil.
It may be reasonable to use magical light for tighter corridors and only use the lantern for larger caverns.

Either way, what I am trying to point out: There's been a seperate spoiler for those with Darkvision. Finja does not get to see whatever they see. Jiao Feng did roughly describe it, but that still gives me no idea on how to proceed except the suggested: Lets try talk @ Mattheus&Darrien.

That said, either of the two with Darkvision will need to open the talks. I wouldn't be able to see their reaction, see if they become hostile, draw weapons, split up, flee, whatever.

In other words: I believe the area down in the caverns somewhat drags on because most of us are not prepared, in character, for a sudden underground adventure. Once we make it to the surface, it's a lot easier to take a lead position.
Also I think the skill point distribution may play a role. Neither of our Darkvision Guys are great at Diplomacy, and people may wait on each other to initiate the conversation.(Skilled people on Darkvision people, Darkvision People on Skilled people)
That, and we don't even know if they happen to speak common - it seems nobody understood they talking, so far...


hp 22/22 | AC 17/15/14 | F+5, R+5, W+3 | Resist cold 5, electricity 5, fire 5 | |Acrobatics +7, Escape Artist +6, heal +7, Linguistics +1, Sense Motive +7, Stealth +7, Survival +4 | Senses darkvision 60 ft. | Init+2; Perception +7

I apologize, my posting rate dropped a bit due to a new job.
Will be on track again eventually.
Definitely want to continue!


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Finja of Aaramor wrote:
Stuff

Hum... to be honest I assumed you were using only your light spells and the continual flame stone, both because they are endless resources and also because I believe you mentioned to be walking with your tower shield and the locked sword, being unable to hold the lantern.


HP: 5/20 | Stamina: 2/4 | AC: 22 / T: 13 / FF: 19 | Fort: +5, Ref: +1, Will: +1(+x vs MA&Fear) | CMB: +5, CMD: 16(18 vs Grapple, Trip) | Init: +1, Perception: -1

Pretty early on I did ask someone else with free hands to carry the lantern.
Here it was Jiao Feng, I think, but I am pretty sure I also considered Matheus at a point.

As said, no worries, we can have been conserving lamp oil, it makes sense to use the endless resources primarily.
If nobody wants to be light-bearer: @Tower Shield and Locked Sword: aye, in that case I would have hoped to be able to affix it back to my backpack with a bit of rope and let it dangle freely on the side of the sword arm...it's not like it needs a hand to operate and is omnidirectional.

Kinda like, sensible solution, rather than pure mechanics, hardly OP considering the shenanigans possible with even a light spell.


hp 22/22 | AC 17/15/14 | F+5, R+5, W+3 | Resist cold 5, electricity 5, fire 5 | |Acrobatics +7, Escape Artist +6, heal +7, Linguistics +1, Sense Motive +7, Stealth +7, Survival +4 | Senses darkvision 60 ft. | Init+2; Perception +7

Well, instead of just deciding something alone i wanted to play out sharing the information, something i tend to do.
Action then comes as a conses usualy, in my eyes.
Maybe i need to ask more direct questions and tag people more.

Not sure what's going on with the light?


M image for Darrien Fighter 2| HP: 9/22 | AC: 20 FF: 19 T:11 | Fort: +5, Ref:+1, Will: +2 | Init: +1| Perc: +7

Interested. been busy week with planning/going to/ being at momocon.

I also don't like making definitive desicions without other members input, so normally I try to wait for other folk to respond. That said, I am still interested, certainly.


hp 22/22 | AC 17/15/14 | F+5, R+5, W+3 | Resist cold 5, electricity 5, fire 5 | |Acrobatics +7, Escape Artist +6, heal +7, Linguistics +1, Sense Motive +7, Stealth +7, Survival +4 | Senses darkvision 60 ft. | Init+2; Perception +7

Is this still alive?


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娇风 Jiao Feng wrote:
Is this still alive?

I believe so... we are actually waiting on you, Darrien, Sayid and Edril.


M image for Darrien Fighter 2| HP: 9/22 | AC: 20 FF: 19 T:11 | Fort: +5, Ref:+1, Will: +2 | Init: +1| Perc: +7

Sorry all, had some medical issues to see about past couple days, and may need to go back in next couple as well. Will try to get a post up though


hp 22/22 | AC 17/15/14 | F+5, R+5, W+3 | Resist cold 5, electricity 5, fire 5 | |Acrobatics +7, Escape Artist +6, heal +7, Linguistics +1, Sense Motive +7, Stealth +7, Survival +4 | Senses darkvision 60 ft. | Init+2; Perception +7

Nice i didn't see any updates after Critchtons.
Must have hit the wrong button again on the mobile phone.


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FYI, I'll be travelling from 10th of this month until 19th! I'll try to sneak another post before leaving.


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Guys, I'm back. I believe I'll be able to move us forward by the end of the day.

However, we have another problem to address... I believe we've lost Sayid. His last post was a month ago and he had not answered to my PMs about his absence or interest in continue our game. I play with him in another game and he is also absent there.

I've made extensive modifications to all encounters for 6 players and I'll definitely not do all the work again so we can continue with 5. I believe the game has been challenging enough (unless you think otherwise) so I'm unsure you'll be able to handle it with only 5 of you, which is agravated by the loss of a healer.

I'd prefer not to open recruitment once more, since it usually takes a while for a finished/fitting PC to appear. So, the question is: Do any of you know another good player to invite to our game?


hp 22/22 | AC 17/15/14 | F+5, R+5, W+3 | Resist cold 5, electricity 5, fire 5 | |Acrobatics +7, Escape Artist +6, heal +7, Linguistics +1, Sense Motive +7, Stealth +7, Survival +4 | Senses darkvision 60 ft. | Init+2; Perception +7

Yes I know some. Will ask.


Male Half-Elf Wizard / Cleric

I will be taking up the mantle of healer after this level, so that'll soon be less of a concern. I still need to work on the mechanical aspect but it's almost certainly cleric of nethys or something similar.


hp 22/22 | AC 17/15/14 | F+5, R+5, W+3 | Resist cold 5, electricity 5, fire 5 | |Acrobatics +7, Escape Artist +6, heal +7, Linguistics +1, Sense Motive +7, Stealth +7, Survival +4 | Senses darkvision 60 ft. | Init+2; Perception +7

Change your class or just multiclass?


Male Half-Elf Wizard / Cleric

Multiclass. I'll be adding cleric, and using my mythic as mystic theurge.


Halfling HP 14/16 (2 STR) -3 Critical | AC 17 T 14 FF 14 | F 2 R 4 W 4 | Init 3 | Perc 4 |1st 0/5

Also remember Matheus is a full progression divine caster, but with the larger party and challenging encounters a non-channeler doesn't quite cut it. So having Edril going theurge is a welcome addition.

Matheus also still not operating in combat like he normally would defending and assisting as he started with almost no gear and no armor which we haven't been able to rectify yet.


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Whomever you decide to invite, please tell them to send me a PM, so I can coordinate whatever is needed.

About the "divine role", the only thing that is important is for the new player to have the 'touched by divinity' trait.


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An Update: NO UPDATES!

So far, I've got no response, no PM, no nothing about any prospective player. By the end of the week, I'll start a re-recruitment...

@Finja: Are you still with us? In a couple days it will make a month without a post of yours.


hp 22/22 | AC 17/15/14 | F+5, R+5, W+3 | Resist cold 5, electricity 5, fire 5 | |Acrobatics +7, Escape Artist +6, heal +7, Linguistics +1, Sense Motive +7, Stealth +7, Survival +4 | Senses darkvision 60 ft. | Init+2; Perception +7

I talked to someone, but it seems they aren't too thrilled about no mythic.


Halfling HP 14/16 (2 STR) -3 Critical | AC 17 T 14 FF 14 | F 2 R 4 W 4 | Init 3 | Perc 4 |1st 0/5

I for one like the extra prestige class in lieu of mythic idea.

Regarding Sayid / Horgas leaving its a good way to go, although Matheus would probably argue against it.


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IMHO, the mythic rules were way too MYTHIC, to a point that the game isn't fun anymore.

I believe I've mentioned it before, but prior to this run, I've DM the WotR AP to my F2F group. In the beginning of the campaign, they were having a blast, since the mythic was just a small part of their characters, but as the game progressed and they became more mythic, the interest diminished a lot, simply because the abilities were so silly that there was no challenge anymore. It was like playing a videogame on Very Easy mode.

I've tried to up the challenge, of course, but that did not solved the issue, since it became a rocket tag game: whomever acts first kills the other party. In the end, the encounters were divided in two categories: the fillers, which there was no point since they were too easy, and the deadly, when 1-2 players died.

We decided to end it by the end of book 4.


hp 22/22 | AC 17/15/14 | F+5, R+5, W+3 | Resist cold 5, electricity 5, fire 5 | |Acrobatics +7, Escape Artist +6, heal +7, Linguistics +1, Sense Motive +7, Stealth +7, Survival +4 | Senses darkvision 60 ft. | Init+2; Perception +7

I experienced a bad TPK in book 1 i guess, which was run pretty differently as well, without mythic.
Using mythic in some other games, which are of a completely different and slightly insane powerlevel, where the same rules apply to the foes though There it works, but i think the GM puts in a great amount of effort and time.
I don't really care wether we use mythic rules or not.
The rules proposed here work for me so far, i enjoy a good challenge and a gritty game, as long as it's fair and there actually is a chance to succeed.
Rocket-tag games suck though.

In my eyes, some extra feats, some extra hp and some extra abilities, perhaps at some point raising the point buy a bit, that should work.


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OK guys, we have three finished applicants to join us. I'll give you 48h to send me a PM with your thoughts about the characters/players and your order of preference between the three.

Also, I'd like your opinion on a second matter... Finja/MordredofFairy has vanished for more than a month. I've taken a look on his other games and in all of them the last post was 12th of June. Despite being a quite active player, I believe we should also look for a replacement, but I'd like to her your thoughts.

If we indeed go for a replacement, this would be a good moment, since we have three interested players and even if we can only take one for the Touch of Divinity spot, they perhaps would be interest in the Stolen Fury role.


hp 22/22 | AC 17/15/14 | F+5, R+5, W+3 | Resist cold 5, electricity 5, fire 5 | |Acrobatics +7, Escape Artist +6, heal +7, Linguistics +1, Sense Motive +7, Stealth +7, Survival +4 | Senses darkvision 60 ft. | Init+2; Perception +7

Stolen Fury is my trait? Does Finja have that too?

If i remember correctly Finja is the player from germany.
Could be on a longer holiday or in exam time if at university/student/whatever. That wouldn't be unusual around here, but still awol.

I would say wait a moment, but let's keep the possible prospects.


HP: 5/20 | Stamina: 2/4 | AC: 22 / T: 13 / FF: 19 | Fort: +5, Ref: +1, Will: +1(+x vs MA&Fear) | CMB: +5, CMD: 16(18 vs Grapple, Trip) | Init: +1, Perception: -1

Guess I may be back just in time.

I was in hospital for close to 2 weeks. For the time being, I would prefer not to go into details.
Apologies for the absence, but I was unable to give advance warning.
I have been back home for a bit now, but only resumed computer-usage a few days ago.
I did take a look at Paizo, but was overwhelmed then. Today I decided to check through the discussion threads of the active games to avoid being dropped(if I was not already).
I'll likely take things slowly for a few more days, and there's a lot of catching up to do, overall.
But I am back.

My trait is Exposed to Awfulness. And if allowed, I'd like to keep being around-

@Applicants: I'll trust the others on the choice. Normally I would jump on the opportunity to theorize and analyze builds but right now, I doubt I'll find be able to bring up the energy needed within the time frame. Sorry!


hp 22/22 | AC 17/15/14 | F+5, R+5, W+3 | Resist cold 5, electricity 5, fire 5 | |Acrobatics +7, Escape Artist +6, heal +7, Linguistics +1, Sense Motive +7, Stealth +7, Survival +4 | Senses darkvision 60 ft. | Init+2; Perception +7

Oh sorry to hear that. Hope you will be well soon and "Gute Besserung!"


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Well that solves the dilema! Glad you are fine, Finja, and I'm pleased you are still with us.


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Very well, guys, the recruitment done, lets get everything moving once more! Welcome Lumidana!

She will be joining us in Neathholm, so lets wrap this current scene and move on, ok?


Female LG half-elf (Varisian) Paladin (Divine Hunter)/Bard 1/1 | HP 17 (penalty/threshold: -1/8, -2/4) | AC 16 T 13 FF 13 | CMB +1, CMD 14 | F: +3, R: +5, W: +2 | Init: +3 | Perc: +3, SM: -2, low-light vision | Speed 30ft | Inspire Courage: 8 | Spells: 1st 2 | Active conditions: None.

Anyone know any good Varisian surnames? Deciding between one of those and an elven surname.

Will put the stat block in the profile probably by end of day. I'll also try to read up on the gameplay thread.

Thanks for having me!


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Lumidonna wrote:

Anyone know any good Varisian surnames? Deciding between one of those and an elven surname.

Will put the stat block in the profile probably by end of day. I'll also try to read up on the gameplay thread.

Thanks for having me!

Try some Romanian Surnames... they might do the trick.


Female LG half-elf (Varisian) Paladin (Divine Hunter)/Bard 1/1 | HP 17 (penalty/threshold: -1/8, -2/4) | AC 16 T 13 FF 13 | CMB +1, CMD 14 | F: +3, R: +5, W: +2 | Init: +3 | Perc: +3, SM: -2, low-light vision | Speed 30ft | Inspire Courage: 8 | Spells: 1st 2 | Active conditions: None.

I finished Discussion but not gameplay. A good reminder that I need to actually stock up on arrows and maybe get a splash weapon if I can afford it. I rushed through the EQ in my submission post. There was something else nagging at me to update but I forgot what... Doesn't look like there is a big rush for me to post.

Sorry I forgot to update my profile. I'll do that soon. And done.

Looks like I have 5gp to spare after arrows and two flasks of acid. The discussion thread made it sound like y'all were pretty resource strapped, with the GM's permission is there anything it would be convenient (and reasonable/likely) for Lumidonna to show up with?

Also, something about this name is irritating me. I will probably change it to something else Varisian sounding before my first gameplay post.


hp 22/22 | AC 17/15/14 | F+5, R+5, W+3 | Resist cold 5, electricity 5, fire 5 | |Acrobatics +7, Escape Artist +6, heal +7, Linguistics +1, Sense Motive +7, Stealth +7, Survival +4 | Senses darkvision 60 ft. | Init+2; Perception +7

If you want to change the avatar name, beware it gets fixed with the 10th post,so you need to do that before.
Just in case your don't know.

Also : welcome!
You're very brave with a con 10 character. Might want to consider changing that. 18 dex probably isn't really necessary in this game with 15 point buy,but the additional HP, die save bonus and prevention from dying might be really useful.
Just my 2 cents :D


Female LG half-elf (Varisian) Paladin (Divine Hunter)/Bard 1/1 | HP 17 (penalty/threshold: -1/8, -2/4) | AC 16 T 13 FF 13 | CMB +1, CMD 14 | F: +3, R: +5, W: +2 | Init: +3 | Perc: +3, SM: -2, low-light vision | Speed 30ft | Inspire Courage: 8 | Spells: 1st 2 | Active conditions: None.

I'll think about more con. I only spent 16 to get the 18, so going down to 17 doesn't net me that much. In the past I've often been able to keep archer characters from taking that much damage, which also contributes.


HP: 5/20 | Stamina: 2/4 | AC: 22 / T: 13 / FF: 19 | Fort: +5, Ref: +1, Will: +1(+x vs MA&Fear) | CMB: +5, CMD: 16(18 vs Grapple, Trip) | Init: +1, Perception: -1

@resources: One reason being that we were thrown underground unexpectedly. Some people had only most basic stuff for their day-to-day business with them, not most of their gear.
Others, like myself, brought along their gear(honestly, I was too lazy to go over it with a comb and decide what I'd leave at the inn), but did not prepare for an underground adventure.

We're mostly strapped because we were surprised, doubly so, and I believe it is by design. Having you remedy that by bringing along exactly what we need would feel...gamey - so I'd suggest you just take care of yourself.

@Attributes: Aye, it seems your build is dedicated to spike Cha and Dex, with the dual attribute score alternate racial trait.
Still, don't forget that unchained action economy also gives enemies(smart enemies) a lot of additional tactical options.
Even going for 16 Cha and 12 Con may be worthwhile(even if we go to 20, don't forget that we get a total of 10 increases of +1 to ability scores, so there's no point in going with an odd score)


Female LG half-elf (Varisian) Paladin (Divine Hunter)/Bard 1/1 | HP 17 (penalty/threshold: -1/8, -2/4) | AC 16 T 13 FF 13 | CMB +1, CMD 14 | F: +3, R: +5, W: +2 | Init: +3 | Perc: +3, SM: -2, low-light vision | Speed 30ft | Inspire Courage: 8 | Spells: 1st 2 | Active conditions: None.

I agree it woulf be gamey, thus the caveats. If it's a general adventuring item that Ivanna would reasonably be expected to have already, I'm happy to pick it up. I'm thinking that she just arrived in town and still had all her gear with her. Some examples: rations, torches, rope... But not lamp oil, for instance, since she doesn't have (and can't afford) a lamp. Although I have bought oil as a poor man's splash weapon before.

Hmm, I forgot about ability score improvements from Mythic.

I am reluctant to get away from striking distance of 18 Cha. When I pick up a second level of Paladin down the road that sweet sweet Divine Grace will cover a multitude of flaws.

Right now I'm considering
10 str
17 dex
13 con
10 int
8 Wis
17 Cha

But that's an odd number of odd numbers. I may drop wis to 7 for an extra 2 int. That would give me an even number of odd numbers to work with the even number of +1 bumps we get.


Female LG half-elf (Varisian) Paladin (Divine Hunter)/Bard 1/1 | HP 17 (penalty/threshold: -1/8, -2/4) | AC 16 T 13 FF 13 | CMB +1, CMD 14 | F: +3, R: +5, W: +2 | Init: +3 | Perc: +3, SM: -2, low-light vision | Speed 30ft | Inspire Courage: 8 | Spells: 1st 2 | Active conditions: None.

Did y'all see this change to the Endurance feat under the Wound Threshold rules?

Endurance wrote:

Harsh conditions or long exertions do not easily tire you.

Benefit: You reduce the penalty from being grazed, wounded, or critical by 1 (to –0, –1, and –2, respectively).

In addition, you gain a +4 bonus on the following checks and savesSwim checks to resist nonlethal damage from exhaustion, Constitution checks to continue running, Constitution checks to avoid nonlethal damage from a forced march, Constitution checks to hold your breath, Constitution checks to avoid nonlethal damage from starvation or thirst, Fortitude saves to avoid nonlethal damage from hot or cold environments, and Fortitude saves to resist damage from suffocation.

You can sleep in light or medium armor without becoming fatigued.

Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

It is making me consider swapping weapon focus for endurance. I need both feats to qualify for my PrC so was planning on taking Endurance eventually anyway.

There are also these two new feats

Critical Cure wrote:


Your healing is more effective if your patient is badly injured.

Benefit: When you cast a conjuration (healing) spell, it cures 1 additional hit point if the recipient of the healing is grazed, wounded, or critical. The additional healing increases by an additional 1 point at caster level 6th, and every 6 caster levels thereafter.

This one would be worth it at +1hp per die rolled of healing, but +1 per spell seems measly. My two cents.

Twist the Knife (Combat) wrote:


You're especially dangerous against enemies who are suffering from injuries.

BenefitYou gain a +1 bonus on attack and damage rolls against grazed, wounded, or critical enemies.

This one definitely looks like it is worth taking!


Female LG half-elf (Varisian) Paladin (Divine Hunter)/Bard 1/1 | HP 17 (penalty/threshold: -1/8, -2/4) | AC 16 T 13 FF 13 | CMB +1, CMD 14 | F: +3, R: +5, W: +2 | Init: +3 | Perc: +3, SM: -2, low-light vision | Speed 30ft | Inspire Courage: 8 | Spells: 1st 2 | Active conditions: None.

Updated my profile. Only 4 more posts before I am locked into a name. After reading the Wound Threshold rules and hearing recommendations to the party, I made the following changes:

  • Swapped weapon focus for Endurance. I should have read the fine print of the rules sooner; this one looks like a no brainier now that I have
  • Changed ability scores to 10Str, 17Dex, 13Con, 12 Int, 7Wis, 17Cha
  • Used new skill ranks to gain ranks in knowledge nature and survival (I need to get 5 ranks of these to qualify for my PrC).
  • With the bigger penalty to Wis I also swapped the rank in sleight of hand to be a second rank in perception
  • I did this much earlier, but when passing back through my EQ list to get arrows I saw I had enough gp to get two vials of acid and a grappling arrow (although it is useless until one of us gets some silk rope). I might add a few more things once I look at some of my other PCs inventory lists. There are so many little items in this game I find it hard to keep them all in my head.
  • Picked out languages from the two ranks in linguistics I already had, plus one more for the bump in Int. New languages were infernal, abyssal, and celestial, since those all would be good choices based on the player's guide. Resisted the urge to pick undercommon

I think that was all... If there are any comments, concerns, questions, etc. Please let me know.

Still have about 3 more posts before I'm locked into the name. I think I am going to add a surname, but I am happy with Ivanna.


Female LG half-elf (Varisian) Paladin (Divine Hunter)/Bard 1/1 | HP 17 (penalty/threshold: -1/8, -2/4) | AC 16 T 13 FF 13 | CMB +1, CMD 14 | F: +3, R: +5, W: +2 | Init: +3 | Perc: +3, SM: -2, low-light vision | Speed 30ft | Inspire Courage: 8 | Spells: 1st 2 | Active conditions: None.

I have caught up with the gameplay thread, decided on surnames from both mother and father*, and am ready to join in. It seems that this city could be a good place for me to be for some reason? Perhaps I wandered there separately from all of you somehow?

*although not sure on the best way to join them... 'de', 'i', 'y', 'el', 'il', etc. Open to any bright ideas.

Will I be taking Sayid's scale of protection? It is less useful for me since I will hopefully tend to be out of melee range. The scale of levitation could be useful for me to get above the field of battle and more easily spray arrows around. But I'm not picky.


Female LG half-elf (Varisian) Paladin (Divine Hunter)/Bard 1/1 | HP 17 (penalty/threshold: -1/8, -2/4) | AC 16 T 13 FF 13 | CMB +1, CMD 14 | F: +3, R: +5, W: +2 | Init: +3 | Perc: +3, SM: -2, low-light vision | Speed 30ft | Inspire Courage: 8 | Spells: 1st 2 | Active conditions: None.

Ha, I made that post because I am excited to jump into the game. But really there is no rush, because I am on vacation this week. I will be keeping up with my games off and on via RSS, but please do not hold anything up waiting for me. There should be botting instructions in my profile. Do not hesitate to use them to move things forward.


Current Map | Loot | Critical-Fumble Generator

@Ivanna: I'll take a look on your finished sheet and see if I have any doubts. You'll be joining the others when they arrive in Neathholm, which I believe will not take longer.

About the scale, I believe it will remain with Sayid... since he is leaving, and is not dead, I could not find a real reason for him to part ways with it. Perhaps in the future, if both groups manage to leave the underground alive.


Female LG half-elf (Varisian) Paladin (Divine Hunter)/Bard 1/1 | HP 17 (penalty/threshold: -1/8, -2/4) | AC 16 T 13 FF 13 | CMB +1, CMD 14 | F: +3, R: +5, W: +2 | Init: +3 | Perc: +3, SM: -2, low-light vision | Speed 30ft | Inspire Courage: 8 | Spells: 1st 2 | Active conditions: None.

All of that works for me.


Female LG half-elf (Varisian) Paladin (Divine Hunter)/Bard 1/1 | HP 17 (penalty/threshold: -1/8, -2/4) | AC 16 T 13 FF 13 | CMB +1, CMD 14 | F: +3, R: +5, W: +2 | Init: +3 | Perc: +3, SM: -2, low-light vision | Speed 30ft | Inspire Courage: 8 | Spells: 1st 2 | Active conditions: None.

I am back from vacation and eager to join the game! :-)


HP: 5/20 | Stamina: 2/4 | AC: 22 / T: 13 / FF: 19 | Fort: +5, Ref: +1, Will: +1(+x vs MA&Fear) | CMB: +5, CMD: 16(18 vs Grapple, Trip) | Init: +1, Perception: -1
GM wrote:
As you approach, you discover the bodies are of two men, one blond and young and the other older with a long grey beard.
Jiao wrote:
She takes some addition clothes and begins to wrap up the woman, which is likely less heavy to carry, securing her into a save bundle to carry,

Just who are you packaging up? The mongrel woman? Anevia?

*smiles*
Kidding.
Just waiting for additional input from others.
While she wants to bury them regardless of their faith, Finja may easily get swayed by peer pressure on that one if there's a vocal majority.


hp 22/22 | AC 17/15/14 | F+5, R+5, W+3 | Resist cold 5, electricity 5, fire 5 | |Acrobatics +7, Escape Artist +6, heal +7, Linguistics +1, Sense Motive +7, Stealth +7, Survival +4 | Senses darkvision 60 ft. | Init+2; Perception +7

Accidently, undercover cultists infiltrating others are part of Jiao Fengs backstory, so she would have a rather strong opinion on that.
Something i think makes sense playing out^^

Can package Finja as well if you want hehehe.
Planned to stay away from grappling because grappling demons sounds particular uncool, but hey!

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