Hungry are the Dead (Inactive)

Game Master Seldlon the Swift

Falcon's Hollow


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Discussion is now open.


I entered your characters into PCGen. Saw a few discrepancies and will share below. Just observations, not thorough by any means and I did not manually go over those differences to see who is right and wrong.

Remember, you get max hp and now have 16,000 gold each. Spend as much of that as possible, reserving whatever for in module expenses (you will not be in a town for this module). What is not spent will not carry forward when you level up.

Ziera choose languages and mercy. Check skill points.

Ranok, Oracle curse (a good thing), diety is Chaldira Zuzaristan, second chance is actually called Lessons of Chaldira, AC ff, level 1 spells

Rhen, chain shirt reduces your dex to AC, check skills

Niu check skills

Everyone, careful with your spending as you level up.

Languages have restrictions per RAW. Continue to ignore that :)

Feel free to question me on those observations. Also, if you have suggestions your party members, please do so here. Take your time on level up.

Completely different set of Authors produced this next module. Completely different feel.
You will face undead, ability damage (lots of it), paralysis, negative levels, and the source of all this undead.

The last module raised more questions about what is really going on and provided no insight into this.

The next module will explain the cause of the undead in Revenge as well as what you encounter in Hungry.

You are beginning to get a feel for how much stronger you are than average characters. The max hp, keeping items you find that you would use plus gold from the character advancement table adds up, especially after a few levels. Expect your adversaries to be beefed up appropriately.


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13
Igar wrote:
AC ff, level 1 spells

Sorry, you lost me there. What's this?


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

So, we are essentially restarting from scratch with purchases or simply adding on to what we currently have until our wealth equals 16,000?

As for my skills, I get 2 + 5 (int) + 1 (human) = 8/level and 2/level for Background Skills. You did say we were using Background Skills, didn't you?

I show 40 skill points and 10 background skill points spent. I can give you a breakdown by skill, if that will help clear up the confusion.


Ranok, your flat footed AC looked low to me. IIRC, the number of level 1 spells is low as well.

Niu, you have what you have and 16,000 gold. You may use background skills.

The skills all looked high in PCGen, but I did not spend the time to see why. A simple double check is all I am asking for there.

We will wave over a 20 day trip to Almas for supplies. There is still a bit to play out in Falcon's Hollow. Just getting the jump on the level up.


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

Sweet! I'll be even more powerful after I clear up my screw up, depending on my rolls. Level up time. On toward raging prophet.


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

What do yo mean reduces my Dex to AC?

My AC is based around +5 armor +4 Dex and +1 dodge

i have a 21 Dex but only get the +4 from the armor you are right.

All my skills are dropped by 1 based on my Armor as I can see.


Ranok, if your rolls do not improve nothing will help you.

Rhen, not all skills, but you know that.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

The character sheet in my portfolio does not have the negative level applied. Perhaps that is the difference.

Everything looks fine in HeroLab.

@Everyone Any opinion on my new Hex? I am thinking either Evil Eye or Prehensile Hair.

Prehensile Hair would give me reach to use when healing or using melee touch spells. I'm leaning more toward that for versatility.

Evil Eye is a good debuff that lasts for at least one round even if the enemy makes their save.


I like evil eye. Can really mess them up if you have someone else to take advantage of that debuff. If you do not have help, that reach on healing would be awesome as you are the source for that with this group.


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

I'm a huge fan of evil wire eye, but if we know we will be facing more undead, hair might be the way to go. I'm not sure if evil eye would work on mindless undead or not. this level I also don't think we would be too worried about the mindless undead. Could be the intelligent undead, and evil I would probably work on them.


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

Evil is good for sure, since you can stack ALL the debuffs.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

Good point, Ranok. Evil eye is mind-affecting. Undead would be immune to it.

Do intelligent undead lose that immunity? I'm not seeing that.


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

Igar, what if selling items and adding enchantments to existing equipment?


Sell at %50.

Weapon Bonus
+1 2,000
+2 8,000
+3 18,000

http://www.d20pfsrd.com/magic-items/magic-weapons

FYI, Doing the gold like I did this time really made sense at lower levels. You may be getting to the point that it does not. I will be watching that and may or may not modify that in future level ups.

This is the example they use:

The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword.

Make sense? I know I could make it clearer.


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

That makes perfect sense. Thanks.


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

So, I plan on adding ghost touch to a weapon, like Ziera's, but i'm torn between adding it to my +1 greatsword or the +2 adamantine axe. If I went with the axe, I'd also want to get a shield. That greatsword damage though.


Undead bane is the same cost as +1 iirc.


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

I should be able to finish Rhen up tonight.


No rush. The endgame still has quite a bit going on. Undead bane blades should really be effective in this module. Not much for incorporeals iirc. Will verify that for you.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

Gravewatch Pendant

Might be useful for front-liners.


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

How much will we know going into this? Is Ghost Salt Available?

what about this?

Or this?


You will know nothing until it happens to you. I clued you in so that you can be prepared. Makes sense that you would buff up on undead stuff after that beating and knowing that the source of animation remains a mystery. I confirmed very little if any incorporeals. Different writers and different feel for this module.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

I am going with Prehensile Hair. Evil Eye can wait until lvl 7 Extra Hex.

New free spells: Lightning Bolt and Remove Curse.

New language: Azlanti

New purchases:
Weapons:
-- Crossbow bolts!!
-- Fate Blade (a cheap magic weapon that also allows me to use Disrupt Undead at will? Yes, please)

Headband of Vast Intelligence +2 (Knowledge Dungeon, Thassilonian)
-- increases the DC of my hexes and is all around a good thing for a witch. Also gets me another spell (taking Flurry of Snowballs)

Wand of Molten Orb
-- pretty decent aoe spell that doesn't scale. It acts like a splash weapon, so I'll need to be careful not to catch you guys.

Wand of Mudball
-- Just looking for something to do in rounds where I don't have much else to do.

Scrolls for Learning:
-- Bestow Curse
-- Air Geyser
-- Strangling Hair
-- Heroism

Srolls for Utility:
-- Barrow Haze
-- Delay Poison, Communal
-- Tongues
-- Water Walk

I'll update my character sheet once the other module is complete.


Nice. At some point it would be advantageous to craft wands or scrolls or wondrous items.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken
Igar The Terrible wrote:
Nice. At some point it would be advantageous to craft wands or scrolls or wondrous items.

Crafting doesn't feel right for this character. I'm not sure he even has access to the spells that would be needed for most wondrous items.


I had that thought regarding your character as well. When I rolled up Sharvaros (wizard) and Gravagos (oracle) it made sense to go there. They are more than twice your level and make stuff for half price. Pretty cool.


Niu is leveled up. Suspect Rhen is.

Revenge is just about over. A day in Falcon's Hollow and waving over a 20 day trip to Almas. Is everyone getting close to level 6?


Application for assistant GM
1-Have you ever been killed by a GM just because?
2-How many GMs quit after one module with you as a PC?
3-Are you white?
4-Are you male?
5-Do you have any unpaid outstanding parking fines?


Ziera has been pretty good at one a day and one per weekend. Will take a look at her player within 24 hours if she does not post. Level up everyone! Not you, Niu. You are good where you are. You do not seem over powered with the resources you have after that level up. No use for the darkwood buckler?
darkwood buckler


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

I looked the item up.

I do not see that being Darkwood reduces the arcane spell failure chance. It is still a buckler and would involve a 5% spell failure chance.

Mithril now... that would give me a +1 to AC with no penalties due to non-proficiency or arcane spell failure. At least on rounds when I don't have something in both hands...

Realizing that got me to thinking about a mithril chain shirt. Had I been missing something this whole time and could actually skirt around non-proficiency rules? Unfortunately even a mithril chain shirt still has a 10% spell failure chance...

+1 to AC? Meh. I'd prefer to just stay out of combat and use my funds to purchase things that help the party out. Stay in your lane, Niu.


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

Rhen's stats are done just have 6k more to spend


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

If allowed, during the boat ride to Almas, Niu will use some scrolls to teach Neb-en-toti some new spells.

Bestow Curse DC 18: 1d20 + 15 ⇒ (15) + 15 = 30
Strangling Hair DC 18: 1d20 + 15 ⇒ (1) + 15 = 16
Heroism DC 18: 1d20 + 15 ⇒ (4) + 15 = 19
Air Geyser DC 18: 1d20 + 15 ⇒ (2) + 15 = 17

Gah! Stupid dice!

I'd also like to attempt to read those runes on the stone a few more times.

Read Magic: 1d20 + 15 ⇒ (16) + 15 = 31 Yay!


Allowed.

The runes on the stone read as if two separate spells.

The first indicates it should grant the bearer safe passage through Azlanti wards and guardians unmolested.

The second indicates the bearer shall have strange, almost alien insights into all manner of lore. a +4 competence bonus on all Knowledge checks.

We remain in Revenge until the boat arrives in Falcon's Hollow twenty days later. The final entry in Revenge will be a link to Hungry play by post. The action will begin almost immediately in Hungry, so level up prior to that is necessary.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

Ah! So this was the thing we needed to carry to get past the curse....

That's a pretty cool artifact. Hopefully nobody will argue with Niu carrying it.


We are 12 days into level up. Igar politely smiles Let's move forward with that. I would rather get it right than rush it. When everyone is complete, let's all look at the PCs and make any suggestions that might better the party.


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

I'll be finishing switching Ranok over to 6th level this weekend. Here's what I'm thinking so far...
Leveling up to a 4th level oracle. This will give me access to second level spells. This is also the last requirement before I become a rage prophet.

For items, I'm going to put undead bane onto my greatsword
add defiant to my armor.
buy a gravewatch pendant

I'll be selling some stuff (axe) to make that happen and pick up some potions and maybe another wand.


I like it, Ranok. Over the weekend timing is good as well. Did you choose a curse?


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

I was thinking about picking up an adamantine key (dagger) but figured since Ranok had one already, we didn't need to worry about it.

Ah well, the fate blade was probably a better purchase.

I also had a thought WAY too late, that Rhen might have been able to disable that cursed section of the bridge we passed over...


You never looked for a trap in that area. He could have disabled it.


And it was far more fun that way.


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

I need to pick up trap spotter for those times that I forget to be looking for traps.


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

Oh yeah. I have the lame curse. You can see that in my movement of 20'. It should have been 30'+10' for the barbarian -10' for the armor for a total of 30'. With the lame curse, it dropped to 20', I just forgot to write that in somewhere.


Nice curse.


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

I will get Rhen done tonight as I have been lazy and not wanting to spend the 6k nor knowing what I need to buy.

Do we have an Inkling of what we are getting ourselves into ?


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

More undead


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

I did undead bane on my short sword, I have 6k left not sure what I should be buying with it.

Bought a Bandoleer and 4 holy water
Deathless armor enchant
the +2 str/Dex belt
Amulet of Natural armor
Bane to sword
Cloak of resistance +2


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

I know it's no longer the weekend, but I now have officially finished updating Ranok and Khonsu. That was difficult. I tied to use PCGen, but I had too many things that I couldn't do with it. I also didn't see where I was lacking first level spells GM. That I did try to put into PCGen and didn't see it. Could you please check on this for me?


Looks like PCGen agrees with you, Ranok.

Oracle [4]
Level 0 1 2 
Cast 0 7 4
Known 6 6 4


Ranok wrote:
I tied to use PCGen, but I had too many things that I couldn't do with it.

To get all that stuff, and I did, you have to load the supplementals that include what you want. You and Ziera had many of those. And, the supplementals have prerequisites as well. Tedious, but it can be done.

For example, Second Chance is at https://www.d20pfsrd.com/traits/religion-traits/lessons-of-chaldira-chaldir a-zuzaristan/
It states on that page (and they all do) that the source is Pathfinder Player Companion: Faiths of Purity.

Prerequisites for Faiths of Purity in PCGen can be viewed when highlighting it and (switch to advanced in sources) the Requirements are: all of ( INCLUDESBOOKTYPE=Core Rules, INCLUDES=Advanced Player's Guide )

It can get worse than that, but it can be done.

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