GL's Shattered Star.

Game Master Grandlounge

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Male High Azlanti DM

Sorry for my absence. Not been feeling well for the last week. Will try to catch up in the next day or so.


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

Leveled up. Added another fighter level and armed bravery via advanced weapon training feat.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Level 6

Level: Wizard
BAB: +1
Saves: Fort +1, Ref +1, Will +1
HP: 4 + 2 = 6
FCB: +1 spell in spellbook of level 1 lower than my highest

Skill Points: 2 + 4 Int + 1 Human = 7
Knowledge (arcana) +1
Spellcraft +1
Knowledge (geography) +1
Knowledge (planes) +1
Linguistics +1
Perception +2

Spell Slots:
3rd - +1
2nd - +1

New Spells added to spellbook
3rd - Dispel Magic, Fly
2nd - see invisibility


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

I'm going to be away on family holiday and not able to post until the 8th of November.

Feel free to bot 'tyeli until then (I'll also level him up when I get back, but Cleric 6 isn't the most exciting).


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Do we have any water breathing options? Just in case Marcus needs it?


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

Translated: "So when Marcus is being grappled by the critters underwater, let's keep him alive"

I like the way you think.


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Zeltyieli can have prepped the spell if he wanted.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Given we know the potential attack is coming, I would prepare a Water Breathing. Though it comes at the cost of my Dispel Magic, in case that changes other people's spell preparations.

Just a reminder though that it's not a freedom of movement, so fighting in the water is still terrible.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

We're level 6 now, so you should have an extra spell slot for water breathing.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Right. I was supposed to level up when I came back and not just say I'm here.

I'll go fix that.

Okay, so:

- +7 hp,
- +1 BAB,
- +1 Fort, Ref and Will.
- 3+FC Skill points: Diplomacy, Perception, Sense Motive, Spellcraft
- Channel DC increases to 15.
- 1 New L2 and L3 Spell Slots

Background Skills: Linguistics, Sleight of Hand


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Um... Small question about a potential plan change -- wouldn't a Water Walk be better than Water Breathing at this point? We don't want to go in the water, and WW keeps us all on the surface.

I can either do the wimpier communal L2 spell and give us each 10 minutes, or the L3 full on spell and give us each an hour.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Does WW keep us on the surface if someone tries to drag us down?


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

It should - if it's cast when you're underwater it brings you to the surface.

Water Walk wrote:
If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.

Edit -- in the absence of an official ruling, it seems most board folks suggest that it would still be possible to be grappled and pulled under, but suggest that the force that pulls you up provides a bonus against the attempt and to escapes -- with a lot of +4 being thrown around, though it would be up to the GM, obviously.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Hey GM, can we get a ruling on how that would work?


SSMap | Info | 0 GS Map | 0 GS Loot

It would require a grapple. I would give a +4 light refraction bonus to cmd for people with waterwalk. That seems fair.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Okay, let's go for a full level 3 spell - just in case.

GM, will that +4 bonus apply to escape attempts, as well?


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Sounds good. Water Walk is 60 minutes for up to 6 creatures.


SSMap | Info | 0 GS Map | 0 GS Loot

It will apply to escape artists as well.


Male High Azlanti DM

Apologies for not posting, not been feeling well. Will catch up in the next day or so.


Male High Azlanti DM

Hi all, I am afraid that real life has taken a hit on me. Lots of things going on at the same time. Upshot is I am unlikely to be able to continue game for the foreseeable future. As such I think it is best to stop taking part in the game at this point as it seems a convenient place. Hope you all have fun.


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If we are back from holiday we can get going anytime.


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

I was waiting on the giant to respond. I suppose I may have to fight him, but giants are kinda big and all.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Von-Dai is a terrible liar, but I've got some Diplomacy. I don't have anything specific in Von-Dai's past that would qualify, but could I make a check of some kind to see if I've heard of any stories that might?


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Zeltyieli might have some tales from growing up in the caravan, but his Diplomacy's only +7.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

The fact that the wizard with 8 Charisma has the best Diplomacy in the party is both worrisome and hilarious.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

I only get 3 skill points! There's a reason the new classes are more popular than these old ones.


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

I will be on a long road trip starting tomorrow morning, and lasting till next Tuesday. Posting will be at best spotty, and likely not happening at all. Please bot me as needed.


SSMap | Info | 0 GS Map | 0 GS Loot

You guys are doing well with three so I have not recruited, but I will give you all 1 more skill point per level as you are all 2+ int classes (though that is generally not a problem for wizards).


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

Been so long, I don't really recall why we're in here (it's not a criticism, but a function of a memory). I mean sure they are ruins and the Pathfinder Society likes to explore those and find the information , but I think there was more to it even if I don't remember.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

As usual, we're looking for a shard, I believe.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

We are seeking the Shard of Lust.


SSMap | Info | 0 GS Map | 0 GS Loot

Fortunately for this AP the answer is almost always looking for a shard. The team is correct


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

Thanks. Once someone mentioned it, I remembered.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Hey GM, given how we're generally lacking in the skills department, would you be amenable to giving everyone an extra 2 skill ranks per level to help round things out? If you want to exempt my character as an Int-based caster, I'm fine with that, but it might really help Marcus and Zeltyieli.


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I'm ok with Marcus and Zel adding a second additional skill. For two total above their base. Von, take one extra above your base.


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

Are you saying class skill or skill point? I already lack enough skill points to cover every class skill I have. Adding more class skills doesn't do me much good.


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Skills point per level. For the fighter and cleric two additional and for the wizard one additional skill point per level. Same class skills nothing changing there.


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

OK, thanks for the clarification. I'll get it updated.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Okay, sounds good. I've just always hated how Fighters, Clerics, and similar get shafted on Skill points. Wizards have enough of an Int to make up for it, but those classes typically don't.


SSMap | Info | 0 GS Map | 0 GS Loot

I agree. I normally do something for them at the start of the game but I inherited the game and it already had house rules. But I think at this point I'm free to give out more stuff. I want social solutions to be available to people.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Apologies for the prolonged absence -- I've just had a delightful week without electricity following a terrible storm. Will catch up now.

I'll add a skill point.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Zeltyieli, you get 2 extra skill points per level. Cause you're a cleric.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Right, sorry. So 12 points to spend.

I'll max Sense Motive (2 points) & Diplomacy (4 points) -- bump Bluff by 2, and then put 1 each into Spellcraft and my 3 knowledge skills.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Sorry for my silence - work has been really busy the past month or so. Catching up now.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Hi folks. Will be away for just over 2 weeks (Aug 2-3) without internet access (well, *reliable* access, anyway) -- so feel free to bot the cleric in the interim.


SSMap | Info | 0 GS Map | 0 GS Loot

Hey all my grandmother in terminal and likely will die in the next few days. This is why I have been away. I will likely be able to start posting again in a week or so. I’m sure you understand what I mena without me having to spell it out. Sorry for the inconvenience. I hope you all understand


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

Perfectly understandable. Do the important stuff and get back to us when you can.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

So sorry to hear that, Grandlounge.

Incidentally, I'm back.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Hi everyone. Once again apologies for my silence. We were short-staffed at work. We've finally remedied that problem, and now I can resume posting, if that's okay.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Wow. Those are terrible rolls.

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