Ruins of Azlant

Game Master Kevin O'Rourke 440

Current Encounter
Loot Doc


51 to 100 of 151 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Kineticist (2) Burn (2) Nonlethal (4) Wounds (0) HP (23) Saves (7/6/2) CMD (12) AC (22/13/18) Cold Resistance (5) Initiative (+4)

Congrats!


Male Gillman Cavalier, Order of the Waves 2 (Beastrider) Abiel 18/18 HP, 14 AC | HP: 3/22| AC: 14 (10 Tch, 14 Fl) | CMB: +5, CMD: 16 | F: +5, R: +0, W: +1 (+2 vs charm/com) | Init: +0 | Perc: +8 , SM: +1 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Normal

Congratulations!


HP 22/22 | AC (17) 15 T 12 FF (15) 13 | F+5 R+2 W+5 | CMB +5 CMD 17 | Init +2 Perc +7 | Spells 1st 3/3 | Totem 1/2
Finn stats:
HP 22/22 | AC 17 T 13 FF 15 | CMB +2 CMD 14 | Init +2 Perc +5 | bite +5 (1d4+1)

Congrats on your baby! I think you'll like PbP. I've grown to like it more than live tabletop gaming.

As an aside, last night I got to play my first ever game of Catan. It was fun!


I really like the Ghosthater tribe, they've got some spine.


Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 2/3 | HP 15/15

Do they refer to humans as ghosts, or are they actually referring to ghosts? Or unrevealed?


It's not using the goblin word for human but as far as you know humans aren't native to this area in modern day even though they once were long ago. It's possible that it thinks you are ghosts because you resemble statues in ruins he's seen... he may be under the impression humans are extinct. Or they might simply have lost the use of the goblin word for human in this dialect due to lack of a need for it.


1 person marked this as a favorite.
Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 2/3 | HP 15/15
Heiek Windrider wrote:

Here's our loot doc:

Ruins of Azlant Loot

If you claim an item, let people know here and just remove it from the spreadsheet yourself. I don't see a need to claim it and leave it on the sheet. Speak up if you disagree.

Hey Valera. You added the +1 Darkwood Buckler to the loot sheet, but you also have it on your character sheet as "Party Equipment." What's the difference between party equipment and personal equipment?

Kevin: I just valued the 40 metal arrowheads as half value of 40 arrows. I'm also assuming that these are trade goods instead of regular goods that are sold at half cost. Let me know if that's wrong.


Kineticist (2) Burn (2) Nonlethal (4) Wounds (0) HP (23) Saves (7/6/2) CMD (12) AC (22/13/18) Cold Resistance (5) Initiative (+4)

Ah, a habit of mine. Some groups track what was taken so when they are done with it, it goes back to the pot to be sold for the entire group.


Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 2/3 | HP 15/15

Fair enough. I almost always add replaced gear to the party loot list myself. I just find that different groups have different ways of handling that sort of stuff, so I wasn't sure.

Let's try this: if you want something, claim it and take it off the list. If you want to add it or another item back to the group loot for sale, add it back to the list. Occasionally, I'll go through and sell everything (after nagging people to take useful stuff because that's who I am) and split the gold between us. But this way I won't see something on the list that's been claimed by someone else and accidentally sell it.


The arrowheads can be made into arrows with the other more easily accessible bits. It can be an issue for some characters.


Male Gillman Cavalier, Order of the Waves 2 (Beastrider) Abiel 18/18 HP, 14 AC | HP: 3/22| AC: 14 (10 Tch, 14 Fl) | CMB: +5, CMD: 16 | F: +5, R: +0, W: +1 (+2 vs charm/com) | Init: +0 | Perc: +8 , SM: +1 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Normal

Just so you all know, I won't be available much at all on Friday, and a limited amount on Saturday and Sunday.


HP 22/22 | AC (17) 15 T 12 FF (15) 13 | F+5 R+2 W+5 | CMB +5 CMD 17 | Init +2 Perc +7 | Spells 1st 3/3 | Totem 1/2
Finn stats:
HP 22/22 | AC 17 T 13 FF 15 | CMB +2 CMD 14 | Init +2 Perc +5 | bite +5 (1d4+1)

To all my games: I will be traveling now until July 1. I will have limited access to my computer and phone and will post as I am able, but please bot me as needed. Thanks!


@Heiek the adventure has the exact spells open to GM descretion so I tried to pick mostly ones that can be made into formulae too.


Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 2/3 | HP 15/15

Thanks!


On the scrolls discussion... Arcanists work like wizards and investigators work like alchemists.

Wizards can't learn from alchemist formula books...

Alchemists can learn from wizards spellbooks.

So leave the finger wiggler at the scroll first and then peek at their notes!

Wizards can get a discovery to open up formulae books to them. There are no exploits that are equivelant.

It never sits 100% right with me but thats RAW.

As a side note I often find Cloaks of the Hedge Wizard (divination) are great on investigators, detect magic means you can actually identify things. Particularly good in a party where you lack conventional spellcasting... or when you're backed up by wizards and oracles but they have terrible spellcraft.


Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 2/3 | HP 15/15
GM Kevin O'Rourke wrote:
Wizards can get a discovery to open up formulae books to them. There are no exploits that are equivelant.

Ah, I had it backwards. Thanks.


Kineticist (2) Burn (2) Nonlethal (4) Wounds (0) HP (23) Saves (7/6/2) CMD (12) AC (22/13/18) Cold Resistance (5) Initiative (+4)

Elven investigators FTW!

+2 Dex +2 Int (perfect)
+2 Perception (nice...or even better blended view for darkvision)
Longlimbed (+5 movement speed always nice)
Fey-Sighted You gain detect magic as a constant spell-like ability, with a caster level equal to your character level. This racial trait replaces elven magic. (Tada!)

Seems custom made for investigators


Kineticist (2) Burn (2) Nonlethal (4) Wounds (0) HP (23) Saves (7/6/2) CMD (12) AC (22/13/18) Cold Resistance (5) Initiative (+4)

So. What does the talisman do?


Aquatic elf Arcanist(BF Trans) 2 HP (14/14) Saves (1/2/3) CMD (11) AC (17/12/15) Init (2) / Arcane Reservoir (1/5)

I think it's one of these

Talisman of Good Fortune: These talismans are inscribed with symbols of good luck, and protect the wearer against bad fortune. The first time that the wearer rolls a natural 1 on a d20 roll (such as on an ability check, attack roll, saving throw, or skill check), he can immediately roll again and take the new result instead.

Looking it up it looks like most rulings would have swarms be immune to sleep so decided not to waste a spell. Shame though, sleeping cockroaches in suitably sealed jar could have made a great improvised throwing weapon.


Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 2/3 | HP 15/15

Friends, I'll be traveling to visit family June 28th through July 10th. I'll still be checking in, but it will be less frequently. Feel free to bot me if I'm holding things up.


Male Gillman Cavalier, Order of the Waves 2 (Beastrider) Abiel 18/18 HP, 14 AC | HP: 3/22| AC: 14 (10 Tch, 14 Fl) | CMB: +5, CMD: 16 | F: +5, R: +0, W: +1 (+2 vs charm/com) | Init: +0 | Perc: +8 , SM: +1 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Normal

Cheers for the heads up Heiek, and enjoy.


HP 22/22 | AC (17) 15 T 12 FF (15) 13 | F+5 R+2 W+5 | CMB +5 CMD 17 | Init +2 Perc +7 | Spells 1st 3/3 | Totem 1/2
Finn stats:
HP 22/22 | AC 17 T 13 FF 15 | CMB +2 CMD 14 | Init +2 Perc +5 | bite +5 (1d4+1)

Alright, I'm back! Looks like I've missed some exploration and combat (marking off one spell, my only CLW).


People have no doubt noted my posting rate going down, sorry about that. I have some health stuff going on but only short term. I'll try to keep up as best I can but bot me if needed.


Kineticist (2) Burn (2) Nonlethal (4) Wounds (0) HP (23) Saves (7/6/2) CMD (12) AC (22/13/18) Cold Resistance (5) Initiative (+4)

For all of your games: NP, get well soon!


Welcome to level 2!


Kineticist (2) Burn (2) Nonlethal (4) Wounds (0) HP (23) Saves (7/6/2) CMD (12) AC (22/13/18) Cold Resistance (5) Initiative (+4)

Woo!

HP: +10
Saves: +1 Fort/Ref
BaB: +1

Shroud of Water
* Element(s) water; Type defense (Su); Level —; Burn 0
* You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, You can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can’t be increased by more than 50% of its starting value.
* When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn’t apply, but it remains if you change the shroud’s bonus type again. Whenever you accept burn while using a water wild talent, the water coalescing around you allows your shroud to grant both the armor bonus and the shield bonus for 1 round. You can dismiss or restore this effect as an immediate action.

Kinetic Healer
* Element(s) aether or water; Type utility (Sp); Level 1; Burn 1; see text
Saving Throw none; Spell Resistance yes
* With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast‘s damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; This damage can’t be healed by any means until the recipient takes a full night’s rest.

———-

She now rocks AC21 (pretty good for lvl2), and can heal the party! Sure it’s only 1d6+2 right now and costs burn, but healing is healing.

Also I have mundane studded leather and a buckler that I no longer need


2 people marked this as a favorite.
Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 2/3 | HP 15/15
Quote:
"The ghost... we'll just have to ignore that building for now"

I love how blasé people in Golarion are about undead.

*sigh* "Welp, I've got ghosts in the attic."

"Aw, no! How'd they get in there?"

"I dunno. But they're up there just banging around. Tried to eat the kids."

"That sucks, man. What do you even do for ghosts, anyway? Do you have to, like, call a specialist or something?"

"I wouldn't know. I was thinking of just hiring some adventurers down at the tavern and see what sticks."

"Yeah, well, good luck, man."

"Thanks."


1 person marked this as a favorite.

"It's stuck in the building though right? That sounds like a problem for after we aren't looking at starving in a few days."


Male Gillman Cavalier, Order of the Waves 2 (Beastrider) Abiel 18/18 HP, 14 AC | HP: 3/22| AC: 14 (10 Tch, 14 Fl) | CMB: +5, CMD: 16 | F: +5, R: +0, W: +1 (+2 vs charm/com) | Init: +0 | Perc: +8 , SM: +1 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Normal

Cavalier, Order of the Waves (Beastrider) Level 2

HP +9 -> 22

BAB +1

Fort +1

Skills (4)

Diplomacy
Knowledge Nature
Perception
Ride

Background Skills (2)

Handle Animal
Knowledge Geography

Feats:
L2: None

Class Features:

Animal Companion Increases:

2nd 3 +2 +3 +3 +1 3 2 +0 +0 1

Order Ability: Waverider

Waverider (Ex)
At 2nd level, the cavalier gains a swim speed equal to his unmodified base land speed. If he already has a swim speed, his swim speed increases by 10 feet, and if he and his mount both have a swim speed, the mount’s swim speed also increases by 10 feet. He gains a +1 morale bonus on damage rolls when underwater.


Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 2/3 | HP 15/15
GM Kevin O'Rourke wrote:
"It's stuck in the building though right? That sounds like a problem for after we aren't looking at starving in a few days."

They're so pragmatic!


HP 22/22 | AC (17) 15 T 12 FF (15) 13 | F+5 R+2 W+5 | CMB +5 CMD 17 | Init +2 Perc +7 | Spells 1st 3/3 | Totem 1/2
Finn stats:
HP 22/22 | AC 17 T 13 FF 15 | CMB +2 CMD 14 | Init +2 Perc +5 | bite +5 (1d4+1)

Here's my estimated level 2 bonuses. I'll finish up and level Finn when I have access to my laptop tonight.

Druid Level 2:
FCB +hp
HP +8
BAB +1
Fort +1 Will +1
Extra spell/day
Dauntless Swimmer: At 2nd level, a kraken caller can always take 10 on Swim checks, even if she is rushed or threatened.

Totem Transformation: At 2nd level, a shark shaman may adopt an aspect of the shark while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses:

movement (can breathe water, swim speed 30 feet)
senses (scent 30 feet, scent 90 feet in water)
natural weapons (bite 1d6 for a Medium shaman), or shark skin (+2 natural armor, creatures grappling the shaman take 1 point of slashing damage per round of grapple)

While using totem transformation, the shark shaman may speak normally and can cast speak with animals (fish only) at will.


A Note on Aquan

Given that it's the language of the plane of water, last time I ran this adventure path after a discussion with the players we agreed it carried better in water. It seems like a reasonable stretch. How do people feel about that?


Kineticist (2) Burn (2) Nonlethal (4) Wounds (0) HP (23) Saves (7/6/2) CMD (12) AC (22/13/18) Cold Resistance (5) Initiative (+4)

Makes sense to me. I’d imagine it would be difficult to speak out of the water too


...but possible as it comes up at various points during adventures.


Aquatic elf Arcanist(BF Trans) 2 HP (14/14) Saves (1/2/3) CMD (11) AC (17/12/15) Init (2) / Arcane Reservoir (1/5)

I'm sure this must have been mentioned somewhere and I'm just missing it but how are we handling hp?


Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 2/3 | HP 15/15

This is the 3rd campaign I've been in with most of this group, and I know some of them have played together before, so we were just doing our usual. The way we've handled hp is max at 1st level, and then for each level after that it's the average rounded up. So, the average roll for a d6 is 3.5, and rounded up that's 4. And then you add other bonuses from Con, traits, etc.

I have tomorrow off, so I'll get Heiek leveled then.


Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 2/3 | HP 15/15
Heiek Windrider wrote:
I have tomorrow off, so I'll get Heiek leveled then.

Level 2

- A new spell slot
- A new formula: blend (although I kinda wanted ferment)
- A bunch of new skills spread out
- A defining ability:
Studied Terrain:
At 2nd level, a cartographer can expend one use of inspiration to sketch a map and take notes of his surroundings. Drawing the map takes 10 minutes. While he is within the studied area, the cartographer can use inspiration on Acrobatics, Climb, Fly, Ride, Stealth, Survival, and Swim checks without expending a use of inspiration, provided he is trained in the skill. If he already has the ability to use inspiration on any of these skills without expending a use of inspiration, he gains an additional +1 bonus on checks with that skill while in the studied area.

A cartographer can draw three types of maps. He cannot combine different map types in the same map, and areas within range that would belong in the other categories are excluded.

Dungeon Map: While indoors, underground, or in any other type of environment where visibility is limited by walls, the radius is 100 feet per level, and only areas that the cartographer has explored within the past 24 hours count as studied terrain. Areas explored after drawing the map do not retroactively become part of the studied terrain.

Overland Map: In natural terrain, the radius of the mapped area is equal to 1 mile per investigator level. If he is unable to see the whole area, he extrapolates and uses his knowledge of geography to fill in the blanks.

Town Map: While in an urban area or ruins, the radius is 1,000 feet per level or the entirety of the urban or ruined area, whichever is smaller.

Much like alchemy, cartography requires materials, but the cost of those materials is negligible. However, knowing an area so well as to gain these benefits requires more than just paper and ink—a great deal of memorization and a bit of inspiration are also required. For this reason, a cartographer can maintain these benefits in only one area at a time. The benefits remain in effect until the cartographer studies a new area or refreshes his inspiration pool.

This replaces poison lore and poison resistance.

I'm also going to claim the Darkwood Buckler from the loot sheet.


Male Gillman Cavalier, Order of the Waves 2 (Beastrider) Abiel 18/18 HP, 14 AC | HP: 3/22| AC: 14 (10 Tch, 14 Fl) | CMB: +5, CMD: 16 | F: +5, R: +0, W: +1 (+2 vs charm/com) | Init: +0 | Perc: +8 , SM: +1 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Normal

I'm fine with Aquan carrying underwater. It enables its usual speakers to actually be heard. :)


Half-elf Investigator (cartographer) 2| AC 16 (t 11, ff 15) | F+1, R+4, W+4 | Percep: 6 | Init: 1 | Inspiration: 2/3 | HP 15/15

We all know Aquan!? Did we discuss this beforehand and I'm forgetting that?


Aquatic elf Arcanist(BF Trans) 2 HP (14/14) Saves (1/2/3) CMD (11) AC (17/12/15) Init (2) / Arcane Reservoir (1/5)

Arcanist(BF Trans) 2

HP: +6 (including FCB)
BAB: +1

Will save: +1

Skills:
Appraise +1
Craft (jeweler) +1
Knowledge (arcana) +1
Knowledge (planes) +1
Knowledge (local) +1
Perception +1
Spellcraft +1
Stealth +1
Swim +1

New Spells
Reduce person
Magic missile

Also going to take that wand of colour spray we came across earlier


Male Gillman Cavalier, Order of the Waves 2 (Beastrider) Abiel 18/18 HP, 14 AC | HP: 3/22| AC: 14 (10 Tch, 14 Fl) | CMB: +5, CMD: 16 | F: +5, R: +0, W: +1 (+2 vs charm/com) | Init: +0 | Perc: +8 , SM: +1 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Normal

I don't recall discussing Aquan, but I suspect that it made sense for us individually. If we all have it, that could be very handy. :)


From running this campaign before I found everyone ended up picking up Aquan and Azlanti as time went by... ye are far from where common (Taldane) is all that common.


Male Gillman Cavalier, Order of the Waves 2 (Beastrider) Abiel 18/18 HP, 14 AC | HP: 3/22| AC: 14 (10 Tch, 14 Fl) | CMB: +5, CMD: 16 | F: +5, R: +0, W: +1 (+2 vs charm/com) | Init: +0 | Perc: +8 , SM: +1 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Normal

Just to confirm, can we all make a sense motive check with Antona Sedgewick in addition to one check for another person, or would that be the only check we can make?


Only one check ye can make. Choose who to use it on.


Male Gillman Cavalier, Order of the Waves 2 (Beastrider) Abiel 18/18 HP, 14 AC | HP: 3/22| AC: 14 (10 Tch, 14 Fl) | CMB: +5, CMD: 16 | F: +5, R: +0, W: +1 (+2 vs charm/com) | Init: +0 | Perc: +8 , SM: +1 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Normal

Cool, just checking.


Kineticist (2) Burn (2) Nonlethal (4) Wounds (0) HP (23) Saves (7/6/2) CMD (12) AC (22/13/18) Cold Resistance (5) Initiative (+4)

These rolls...


1 person marked this as a favorite.
HP 22/22 | AC (17) 15 T 12 FF (15) 13 | F+5 R+2 W+5 | CMB +5 CMD 17 | Init +2 Perc +7 | Spells 1st 3/3 | Totem 1/2
Finn stats:
HP 22/22 | AC 17 T 13 FF 15 | CMB +2 CMD 14 | Init +2 Perc +5 | bite +5 (1d4+1)

It feels like we've rolled a group of barbarians to play War for the Crown.


Aquatic elf Arcanist(BF Trans) 2 HP (14/14) Saves (1/2/3) CMD (11) AC (17/12/15) Init (2) / Arcane Reservoir (1/5)

I'm honestly afraid the colony will just turn on us at this rate.


2 people marked this as a favorite.
Kineticist (2) Burn (2) Nonlethal (4) Wounds (0) HP (23) Saves (7/6/2) CMD (12) AC (22/13/18) Cold Resistance (5) Initiative (+4)

We are Level 2. They’d be fools to try.


Ye've won someone over so it's improving at least.

51 to 100 of 151 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Ruins of Azlant All Messageboards

Want to post a reply? Sign in.