Ironperenti's Rise of the Runelords Campaign

Game Master Ironperenti

The Roll20 maps link is HERE

Treasure tracker is HERE

Player notes: Player Notes

Calendar is HERE

Market Bargains:

Market Bargain Hunting (you may search for a bargain once per week) d20 Roll
1–6 A piece of adventuring gear, clothing, food or drink, or trade good of your choice (chosen from any in Pathfinder RPG Ultimate Equipment) at 10% its normal price.
7–12 An alchemical item of your choice (chosen from any in Ultimate Equipment) at 10% its normal price.
13–16 A weapon of your choice (to include expert or masterwork) at 10% its normal price.
17–19 A potion or scroll of your choice (chosen from any in Ultimate Equipment) at 10% its normal price.
20 A magic item of your choice at 10% its normal price.


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F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

3.14rat!!! Hahaha!!!!
Be glad Bessie going to continue to sail upon the seas with her beloved Peril Crew - in her stead a bard (in design) shall join you! Lest you prefer another companion…

And thank you - I am looking forward to joining your story!!


Male Tiefling Evoker 9 HP 61/61| AC 19 T 14 FF 16 | F +6 R +8 W +9 | CMB +5 CMD 20/16 | Speed 20' Init +5 Perc +11 Dark vision 60' | ER (cold, electricity, fire) 5 | SR 14

Aasimar Cleric
Human Fighter
Human Inquisitor
Human Investigator
Half-elf Ranger
Tiefling Wizard


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Lots of spells and skills - a bard could do buffs for you -
but if the group feels you would benefit from another class - just say so! Otherwise I am finishing up a human (Varisian) bard.


Female C/N Human Inquisitor (Monster Tactician)/10 | HP: 96/96 (6/6 Temp HP) | AC Norm/Tch/FF 28/14/27 | CMD: 23 | F/R/W:+12/6/14 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +18, Intimidate +18, Kn Eng/Hist/Loc/Nob +2, Kn Arc/Dung/Nat/Pla/Rel +5, Perception +18, Sense Motive +22, SCraft +10 | Active Conditions: heroism, enchantment foil, false life

A bard would be great. They have some pretty lethal spells at low level too, but you gotta love heroism, confusion, good hope, and some of those sound spells.

Do you plan on concentrating on spells, or do you plan to go the archer route?


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Performance and spells - classic bard... buffs and healing assist.


Female C/N Human Inquisitor (Monster Tactician)/10 | HP: 96/96 (6/6 Temp HP) | AC Norm/Tch/FF 28/14/27 | CMD: 23 | F/R/W:+12/6/14 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +18, Intimidate +18, Kn Eng/Hist/Loc/Nob +2, Kn Arc/Dung/Nat/Pla/Rel +5, Perception +18, Sense Motive +22, SCraft +10 | Active Conditions: heroism, enchantment foil, false life

Considering how may melee oriented characters we have at the moment, that makes sense.


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Spells known for the bard - current choices, keeping cures but open to suggestions, requests...

Level 1(4)
Comprehend Languages
Cure Light Wounds
Songbird
Chord of Shards

Level 2(3)
Heroism
Cure Moderate Wounds
Soundburst


Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 17 T 11 FF 16 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 6/8

Sounds (pun intended) good!


Female C/N Human Inquisitor (Monster Tactician)/10 | HP: 96/96 (6/6 Temp HP) | AC Norm/Tch/FF 28/14/27 | CMD: 23 | F/R/W:+12/6/14 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +18, Intimidate +18, Kn Eng/Hist/Loc/Nob +2, Kn Arc/Dung/Nat/Pla/Rel +5, Perception +18, Sense Motive +22, SCraft +10 | Active Conditions: heroism, enchantment foil, false life

I recommend Saving Finale. That one has come in very handy for my bards.


DM / GM / The man behind the curtain

Kizzy de Varisia:

As a traveling minstrel you have access to most Varisian troops. You were traveling with one just north of Magnimar three weeks ago when a young nobleman rode into your camp. He was pleasant and polite. He took quite a liking to your music and asked you to dine with him that evening. The nobleman, Aldern Foxglove, hired two of the best cooks in the camp to prepare a rather daunting meal. During conversation that evening, your desire to play at the Sandpoint Theater came up. Foxglove claims to know Cyrdak Drokkus and offers his assistance should you have further issues contacting the theater manager.

It so happens you have not heard back from Drokkus and are on your way to Sandpoint to meet with him in person. According to Foxglove, his family's manor house is on the way. He gave you basic directions before you parted company with him then. Now, hoping to get a personal introduction to Drokkus you head out for Foxglove manor.


F Human Varisian Bard 10 hp 78|78 AC 16 | touch 11 | flat-footed 15 | F +4 R +7 W +8 | 30' |Init +1 | Perc +14

Iron:
Kizzy makes her way to the manor, having the patronage of nobleman always helps and it would be a huge help if Aldern can in fact deliver on his offer. Kizzy heads to the manor directly! KNocking or ringing a bell or gong or whatever the nobles use to get attention.


DM / GM / The man behind the curtain

Kizzy:
Here we shall pause as the others catch up.


F Human Varisian Bard 10 hp 78|78 AC 16 | touch 11 | flat-footed 15 | F +4 R +7 W +8 | 30' |Init +1 | Perc +14

@ Camil I didn’t read too far back, so I wouldn’t metagame… can you give me the quick explo here?


Male Human Investigator (Empiricist) 8; HP 60 AC 17(19) T14(F15) F13 (14); F+4, R+11, W+7; Init+3, Perc +12 Active effect: NONE

Long story short, we were asked to consult on some murdered folks in town, marked with an odd symbol. There was a creepy note directed at Isabella, we concluded that a ghoul was involved. Sheriff deputized us to investigate, we did some follow up at the asylum, and then discovered that there was a major ghoul infestation at a farmhouse, where the ghouls were dressed as scarecrows. They were infecting people and making more ghouls. We found another creepy note, and put together that the Lord Foxglove was sort of obsessing over Isabella. And now we’re going to check it out further.


F Human Varisian Bard 10 hp 78|78 AC 16 | touch 11 | flat-footed 15 | F +4 R +7 W +8 | 30' |Init +1 | Perc +14

Got it... Kizzy will renew her interest in assisting you in sorting it out and move on t going to the manor


F Human Varisian Bard 10 hp 78|78 AC 16 | touch 11 | flat-footed 15 | F +4 R +7 W +8 | 30' |Init +1 | Perc +14

Can't select Kizzy's token. Just move her along with the group...


DM / GM / The man behind the curtain

Should have full control now.


F Human Varisian Bard 10 hp 78|78 AC 16 | touch 11 | flat-footed 15 | F +4 R +7 W +8 | 30' |Init +1 | Perc +14

Thank you!


Female C/N Human Inquisitor (Monster Tactician)/10 | HP: 96/96 (6/6 Temp HP) | AC Norm/Tch/FF 28/14/27 | CMD: 23 | F/R/W:+12/6/14 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +18, Intimidate +18, Kn Eng/Hist/Loc/Nob +2, Kn Arc/Dung/Nat/Pla/Rel +5, Perception +18, Sense Motive +22, SCraft +10 | Active Conditions: heroism, enchantment foil, false life

Runt, for one, is on foot. A pity she can't ride the velociraptor she summoned. Wish there was a spell for that.


F Human Varisian Bard 10 hp 78|78 AC 16 | touch 11 | flat-footed 15 | F +4 R +7 W +8 | 30' |Init +1 | Perc +14

Kizzy is on foot, too!


F Human Varisian Bard 10 hp 78|78 AC 16 | touch 11 | flat-footed 15 | F +4 R +7 W +8 | 30' |Init +1 | Perc +14

Sorry Runt and others - bard's are the anti-sneaky...
Just let Kizzy know when you need the sound of silence verse the thunder...
I was expecting something to jump out of the shadows by now tbh...


Female C/N Human Inquisitor (Monster Tactician)/10 | HP: 96/96 (6/6 Temp HP) | AC Norm/Tch/FF 28/14/27 | CMD: 23 | F/R/W:+12/6/14 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +18, Intimidate +18, Kn Eng/Hist/Loc/Nob +2, Kn Arc/Dung/Nat/Pla/Rel +5, Perception +18, Sense Motive +22, SCraft +10 | Active Conditions: heroism, enchantment foil, false life

Depends on the build. Lots of bards go for dex instead of str or int (particularly the ones that like to shoot things) and like to wear that mithril stuff. And it is a class skill. Probably better than most, including scrawny inquisitors.


F Human Varisian Bard 10 hp 78|78 AC 16 | touch 11 | flat-footed 15 | F +4 R +7 W +8 | 30' |Init +1 | Perc +14

Hahaha... Kizzy is traditional "singer"; so 0 stealth skill points. Now, slieght of hand - that I can do...


Male Tiefling Evoker 9 HP 61/61| AC 19 T 14 FF 16 | F +6 R +8 W +9 | CMB +5 CMD 20/16 | Speed 20' Init +5 Perc +11 Dark vision 60' | ER (cold, electricity, fire) 5 | SR 14

Uh, sorry... I was waiting for others to open the doors, not the type to charge into the room with a wizard... so I'm confused.


Female C/N Human Inquisitor (Monster Tactician)/10 | HP: 96/96 (6/6 Temp HP) | AC Norm/Tch/FF 28/14/27 | CMD: 23 | F/R/W:+12/6/14 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +18, Intimidate +18, Kn Eng/Hist/Loc/Nob +2, Kn Arc/Dung/Nat/Pla/Rel +5, Perception +18, Sense Motive +22, SCraft +10 | Active Conditions: heroism, enchantment foil, false life

Me too. Was wondering how and why Zherxikas was the subject of the haunting unless it targeted someone in the hall or downstairs.


DM / GM / The man behind the curtain

He was in the hall and when the door was opened it affected certain individuals. In this case it was Zherxikas.


Female C/N Human Inquisitor (Monster Tactician)/10 | HP: 96/96 (6/6 Temp HP) | AC Norm/Tch/FF 28/14/27 | CMD: 23 | F/R/W:+12/6/14 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +18, Intimidate +18, Kn Eng/Hist/Loc/Nob +2, Kn Arc/Dung/Nat/Pla/Rel +5, Perception +18, Sense Motive +22, SCraft +10 | Active Conditions: heroism, enchantment foil, false life

Lucky him! Did you say he was over it or is he still cowering there?


Male Tiefling Evoker 9 HP 61/61| AC 19 T 14 FF 16 | F +6 R +8 W +9 | CMB +5 CMD 20/16 | Speed 20' Init +5 Perc +11 Dark vision 60' | ER (cold, electricity, fire) 5 | SR 14

Ok, well I was confused because you said upstairs, but we were already upstairs.


DM / GM / The man behind the curtain

Sorry for any confusion, Zherxikas' vision goes quickly. He is able to take normal actions again.


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Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 17 T 11 FF 16 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 6/8

Been really sick again. :( Boo!


F Human Varisian Bard 10 hp 78|78 AC 16 | touch 11 | flat-footed 15 | F +4 R +7 W +8 | 30' |Init +1 | Perc +14

Feel better!


DM / GM / The man behind the curtain

Sorry to hear it. I hope you are feeling better now.


Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 17 T 11 FF 16 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 6/8

I still have a really bad upset stomach and can't really eat much. This of course impacts my energy. Also I spend way too much time in the bathroom. :(


Ranger 10 | HP 116/116 Nonlethal 0/116 | AC 30 T 15 FF 26 | CMB +15, CMD 30 (32 vs. disarm/grapple) | F: +11, R: +10, W: +12 (+3 vs Fear) | Init: +3 | Perc: +11 (low-light vision)| Equipped Weapon: +1 Adamantine Longsword +20/+15 (1d8+9/17-20 Slashing) ; Shield Bash +16/+11 (1d6+6) Piercing ; Elven Longbow +15/+10 1d8+2P+1d6E | Speed 30/30ft | Stamina: 11/12 | Martial Flexibility: 5/5| Active Conditions: *None* |

We are the tinyleg tribe =(


DM / GM / The man behind the curtain

Sorry for the delay, had to map the woman's route and prep everything for your mad dash through it.


Male Tiefling Evoker 9 HP 61/61| AC 19 T 14 FF 16 | F +6 R +8 W +9 | CMB +5 CMD 20/16 | Speed 20' Init +5 Perc +11 Dark vision 60' | ER (cold, electricity, fire) 5 | SR 14

Er, where did we all go on the map?


DM / GM / The man behind the curtain

Everyone is in the basement. If you go east of the house you will see the North seeking arrow. Go directly south from there and you will find the basement map.


Ranger 10 | HP 116/116 Nonlethal 0/116 | AC 30 T 15 FF 26 | CMB +15, CMD 30 (32 vs. disarm/grapple) | F: +11, R: +10, W: +12 (+3 vs Fear) | Init: +3 | Perc: +11 (low-light vision)| Equipped Weapon: +1 Adamantine Longsword +20/+15 (1d8+9/17-20 Slashing) ; Shield Bash +16/+11 (1d6+6) Piercing ; Elven Longbow +15/+10 1d8+2P+1d6E | Speed 30/30ft | Stamina: 11/12 | Martial Flexibility: 5/5| Active Conditions: *None* |

This all seems so very familiar...


F Human Varisian Bard 10 hp 78|78 AC 16 | touch 11 | flat-footed 15 | F +4 R +7 W +8 | 30' |Init +1 | Perc +14

@Isabella - the map has updated since I last looked and really counted - but you can move through friendly spaces normally (or is there a house rule in lay here?); so you can move west now, although North is kinda filled - I don't do "in the front" but so that I can stay out of your way, where are you trying to go? I will follow after.


Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 17 T 11 FF 16 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 6/8

My understanding is that when you move through an ally's space, it's treated as squeezing (even if it's not one of those tight passages, just trying to go through the same square as someone else is automatically tight). That means each time I go through an ally's square it costs me 2 spaces of movement.


DM / GM / The man behind the curtain

You can move normally through another's space unless stated otherwise. So in this case, only the first 10' of the northern tunnel require squeezing. You may not want to double move and get out in front of Forest, lot of baddies over there, but the option of moving through your own is available.


F Human Varisian Bard 10 hp 78|78 AC 16 | touch 11 | flat-footed 15 | F +4 R +7 W +8 | 30' |Init +1 | Perc +14

Thank you Isabella and Iron - not wanting to be in front/take up those spaces was part of why Kizzy didn't advance - I hope she wasn't in your way - Kizzy will hang back though and let Isabella get in the fight as I am positive undead slaying is much more Isabella's thing!


Male Tiefling Evoker 9 HP 61/61| AC 19 T 14 FF 16 | F +6 R +8 W +9 | CMB +5 CMD 20/16 | Speed 20' Init +5 Perc +11 Dark vision 60' | ER (cold, electricity, fire) 5 | SR 14

Why 1d4+2+2? The ability says 1d4 + the intense spells bonus which would b +2. Where did the other +2 come from?

Ain't the bard 5th level, so thats a +2 for inspire courage on to hit and damage?

https://www.d20pfsrd.com/classes/Core-classes/Bard/#TOC-Inspire-Courage-Su-

Round 5 (all PCs have inspire courage and bless)


Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 17 T 11 FF 16 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 6/8
PRD wrote:
An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Spells usually don't count as weapons.


Female C/N Human Inquisitor (Monster Tactician)/10 | HP: 96/96 (6/6 Temp HP) | AC Norm/Tch/FF 28/14/27 | CMD: 23 | F/R/W:+12/6/14 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +18, Intimidate +18, Kn Eng/Hist/Loc/Nob +2, Kn Arc/Dung/Nat/Pla/Rel +5, Perception +18, Sense Motive +22, SCraft +10 | Active Conditions: heroism, enchantment foil, false life
Zherxikas wrote:

Why 1d4+2+2? The ability says 1d4 + the intense spells bonus which would b +2. Where did the other +2 come from?

Ain't the bard 5th level, so thats a +2 for inspire courage on to hit and damage?

If there is no to-hit roll I don't think the inspire kicks in. I'm pretty sure IC DOES affect spells as long as you are rolling a to hit.


DM / GM / The man behind the curtain

It's curious. I can't find any official faq covering magic missile. The faq specifies that IC does not work on fireball, it says nothing about magic missile. It does say rays count as weapons for other effects but again does not cover magic missile. However, I agree with Runt, since there is no To hit roll, let's not do IC for anything without a hit roll, area or individual.

I ran across a neat thing in the official faq. If someone is using mirror image, you do not have to blast all of the images, magic missile will unerringly strike the real creature. I would assume for the purposes of any allies in the area it would appear that all images were struck.


F Human Varisian Bard 10 hp 78|78 AC 16 | touch 11 | flat-footed 15 | F +4 R +7 W +8 | 30' |Init +1 | Perc +14

If there is no attack roll, there is nothing for the to +2 to be added to; damage is specific to weapon attacks and would only be applicable to spells that act as weapons (apparently rays…) so the ruling makes sense.

And I am so proud of Moe!


Male Tiefling Evoker 9 HP 61/61| AC 19 T 14 FF 16 | F +6 R +8 W +9 | CMB +5 CMD 20/16 | Speed 20' Init +5 Perc +11 Dark vision 60' | ER (cold, electricity, fire) 5 | SR 14
Runt PbP wrote:
Zherxikas wrote:

Why 1d4+2+2? The ability says 1d4 + the intense spells bonus which would b +2. Where did the other +2 come from?

Ain't the bard 5th level, so thats a +2 for inspire courage on to hit and damage?

If there is no to-hit roll I don't think the inspire kicks in. I'm pretty sure IC DOES affect spells as long as you are rolling a to hit.

At no point does the IC rules actually say that.

A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

In fact, I guess its actually worse. It specifically says "weapon". So I don't think that count towards any magic attacks or even SU attacks.


Male Tiefling Evoker 9 HP 61/61| AC 19 T 14 FF 16 | F +6 R +8 W +9 | CMB +5 CMD 20/16 | Speed 20' Init +5 Perc +11 Dark vision 60' | ER (cold, electricity, fire) 5 | SR 14
Ironperenti wrote:
The faq specifies that IC does not work on fireball, it says nothing about magic missile. It does say rays count as weapons for other effects but again does not cover magic missile.

Can you point to this FAQ post?

I'd still probably run it RAW in my 1e home game, but now I'm curious.


Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 17 T 11 FF 16 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 6/8

See here.

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