Miteke's Legacy of Fire

Game Master miteke

General References
Player's Guide - Knowledge Skill Success Topics - House Rules - PC bonus traits and feats

World and Local Maps
Geographical Maps - Kakishon

Current References
Party Info - NPCs and Handouts

Current Maps
Lower Level - First Level - Second level - Third level - Fourth level


3,801 to 3,847 of 3,847 << first < prev | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | next > last >>

Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

Say GM, if a smite evil lasts until the enemy is dead or until the end of the day, will it last through the ghost's rising again since he has not been destroyed?


Well, he was technically destroyed, but I think the spirit of the ability is that it would carry over. So consider the smite still active on the stupid dwarf.


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

I haven't declared it yet, I don't think but was getting to. wanted to know if it would remain for the day since I only have one. Thank you.


Female Human

I thought I could hang with you veterans but alas, I cannot.

It's not just wrong place wrong time, it's wrong spells for situation and a recurring enemy in a limited resources situation.

On top, I created (unfortunately) a non-combat Wizard.

I'm sorry for my disappointing performance. I take full responsibility.

But, instead of looking forward to the next opportunity to overcome a challenge, it feels like an endless drubbing. Bad character head space, player too I suppose.

Much love to you guys, each and every one!

But, I feel the need to bow out.

Sincerest apologies. Hope to meet at another table where I'm playing a more situationally effective character. I can't hold it against you if you don't feel the same.

Peace!

Manifest greatness!


*sigh*

Can't say I didn't expect this coming, but it does take the wind out of my sails.


1 person marked this as a favorite.
Wounds (32) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (5/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip, Quickness) Lesser Extend Rod (1/3) Extend Rod (0/3)
miteke wrote:

*sigh*

Can't say I didn't expect this coming, but it does take the wind out of my sails.

While I’m sorry to see Vonna go, I don’t think it reflects on you. From where I’m standing the campaign is being run well.


Well, that is encouraging. Do you guys want to finish out the battle and keep going while I put out feelers for more players?


Wounds (32) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (5/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip, Quickness) Lesser Extend Rod (1/3) Extend Rod (0/3)

Works for me. Also glad to see spazmodeus putting his hat in the ring. He’s a solid player.

Edit: And critzible too! Also a reliable pick. :)


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

All is going well and I feel I'm starting to get into Marcus. Looking to the future though, I think I may want to shift my Paladin to a Knight of Coins, still considering but might that be ok?


Female Human

Oh, my sentiment is not a knock on the DM in any way.

It seems a rough AP/module/chapter... And this was my first ever higher level wizard. It's on me guys.

I meant it when I said, I take full responsibility.

You guys all are great!

DM and players. I was honored to be accepted and have a chance to play at the same table.

Dead serious.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

I am all for continuing on. I am really enjoying your run of this AP. I am sorry to hear that it did not work out with Vonna.


Marcus Nocturnus wrote:
All is going well and I feel I'm starting to get into Marcus. Looking to the future though, I think I may want to shift my Paladin to a Knight of Coins, still considering but might that be ok?

I have no problem with a shift in your character. Let's see what you come up with.


Vonna the Huntress wrote:

Oh, my sentiment is not a knock on the DM in any way.

It seems a rough AP/module/chapter... And this was my first ever higher level wizard. It's on me guys.

I meant it when I said, I take full responsibility.

You guys all are great!

DM and players. I was honored to be accepted and have a chance to play at the same table.

Dead serious.

Thanks for the kind words.


Malgrim Gryh wrote:
I am all for continuing on. I am really enjoying your run of this AP. I am sorry to hear that it did not work out with Vonna.

How about the current battle? You want me to put it on pause for the reinforcements of plow forward.


Wounds (32) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (5/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip, Quickness) Lesser Extend Rod (1/3) Extend Rod (0/3)

I think we can plow forward. It keeps momentum going and I don’t think that this will tpk us.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Dot


Amaimon Emberheart wrote:

Works for me. Also glad to see spazmodeus putting his hat in the ring. He’s a solid player.

Right back at you! :)

Is see that two of the newer characters are a fetchling and azer. Is there a RP limit on races allowes? Are templates allowed?

Thanks


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

I say we push on with the fight. They can join in when they are ready to go.

The GM has been pretty open to monstrous PC races. We had a Gnoll, I am a Hobgoblin.


Spazmodeus wrote:
Is see that two of the newer characters are a fetchling and azer. Is there a RP limit on races allows? Are templates allowed?

Good question. If you take a higher point race I start taking abilities away or adding penalties so it is more in align with the 10 point norm. For example I took away the low-light vision and spell-like abilities from Amaimon Emberheart's Azer that put him at 11 RP. Were you to take an Aazimar I would probably add a -2 to one stat or something like that. I'd also be willing to ADD racial features if you took a low point race. Some races are way overpowered though, like drow, and we'd have to label your character half-drow or something to explain why you are so inferior to the typical drow :)


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

i'm good with moving ahead.


Wounds (32) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (5/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip, Quickness) Lesser Extend Rod (1/3) Extend Rod (0/3)

Using the above, this is what I put together:

10 Race Points
* Type: Medium outsider (extraplanar, fire) (3RP)
* Ability Score Modifiers (+2 Con, +2 Int, -2 Cha) (0 RP)
* Languages Standard 0 RP
* Greater Spell Resistance: Members of this race gain spell resistance equal to 11 + their character level. (3 RP)
* Elemental Vulnerability Cold (–2 RP)
* Elemental Immunity Fire (4 RP)
* Improved Natural Armor +1 (1 RP)
* Craftsman: Member of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone. (1 RP)

I used this as my guideline.

Basic Azer
+2 natural armor
High con, good mental stats aside from below average cha
Immune fire; SR 13 (as CR2, I took this to be greater spell resistance)
Weaknesses vulnerability to cold
Special Attacks heat (1d6 fire)
Craft +6

As I didn't have enough race points to get the +1d6 fire attacks, I found that I could get it via variant multiclassing (forge and fire special ability)

It's really fun to see how much flavor you can get into 10 race points. :)


1 person marked this as a favorite.

:)

I'm glad you enjoyed being able to do that.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

I'm going Human Cleric of Pharasma, Domains: Healing and Repose. Primary weapon a Club


miteke wrote:
Spazmodeus wrote:
Is see that two of the newer characters are a fetchling and azer. Is there a RP limit on races allows? Are templates allowed?
Good question. If you take a higher point race I start taking abilities away or adding penalties so it is more in align with the 10 point norm. For example I took away the low-light vision and spell-like abilities from Amaimon Emberheart's Azer that put him at 11 RP. Were you to take an Aazimar I would probably add a -2 to one stat or something like that. I'd also be willing to ADD racial features if you took a low point race. Some races are way overpowered though, like drow, and we'd have to label your character half-drow or something to explain why you are so inferior to the typical drow :)

Oh, and I might consider templates, particularly if related to the plane of fire in some way.


So I was looking at the templates. Sucks as most are for bbeg creations and are explicitly evil.

I was looking for something, as you said, Plane of Fire-y

There is an official Half-Janni here

But, a Janni ain't no Efreeti!

I found someone who had created a Half-Efreet template : here

Though, I'd be giving up two class levels, I'm sure as written it's way to OP and you'd nerf it appropriately.

That said, if you'd rather not deal with analyzing and nerfing, I'll give some thought to an advanced ifrit race build, bringing the standard from 6RP up to 10RP.


Basically trades two levels for +14 in stats and a handful of moderately useful abilities. I don't think I should allow that even though it fits the area perfectly. As noted it is OP. But I am on board if we create our own 1/4 Janni template or something. Make me a proposal that seems a fair trade for 1 or 2 levels :)


@Critzible and Spazmodeus
Any progress on the characters yet?

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Having to do maths and equipment


Was working on a possible race build, then got slammed by work. I'll try to expedite.


Wounds (32) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (5/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip, Quickness) Lesser Extend Rod (1/3) Extend Rod (0/3)

If you’d like someone to bounce ideas off of feel free to shoot me a pm


Malgrim Gryh wrote:
I am fine waiting for a bit, but I think there should be a timeline so the game doesn't whither waiting for character creation.

Sounds reasonable. With one more PC I think you will be OK. Let's give it a week, and if it takes longer than that we can bring Urah or Seif back for the battle.


Here's my toned down half-efreet template, it's 17 RP.

Half-Efreeti

Standard Racial Traits
Ability Score Racial Traits: Half-efreeti gain -2 Str, +4 Int, and -2 Wis.
Type: Half-efreeti are outsiders with the native subtype.
Size: Half-efreeti are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Half-efreeti have a base speed of 30 feet.
Languages: Half-efreeti begin play speaking Common and Ignan.
Defense Racial Traits

Energy Resistance: Half-efreeti have fire resistance 10.
Fire in the Blood: Half-efreeti gain fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage overcomes their fire resistance, if any). A Half-efreeti can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Feat and Skill Racial Traits

Magical Racial Traits

Spell-like abilities: Half-efreeti have the following spell-like abilities:
1/day — enlarge person, fire shield, light

The caster level for this ability equals the half-efreet's class level.

Senses Racial Traits

Darkvision: Half-efreeti can see in the dark up to 60 feet.

Weakness Racial Traits

Elemental Vulnerability: Half-efreet have vulnerability to cold.
Other Racial Traits


hit points: 11d6 ⇒ (4, 5, 2, 2, 6, 5, 1, 1, 2, 3, 4) = 35


Spazmodeus wrote:

hit points: 11d6 ⇒ (4, 5, 2, 2, 6, 5, 1, 1, 2, 3, 4) = 35

Remember that all 1, 2, and 3's get replaced by 4's.That makes your total 48.

So the proposed template includes a +1 CR level hit? What would the base be, a human with an int bonus? I think the +6 to int would be a bit extravagant.


Sure +1 CR is good.
No human base, just outsider humanoid, so just the +4 int.


Most templates start withe the assumption that the base race is human, with all that entails. Then you add stuff to justify the CR boost/level loss.

So do that. Start with a human, then we adjust the template to allow for that. Instead of working from a half-janni, we should borrow some stuff from the efreeti. If you put the stat boost from human into int, that should net you a +4.

Half-Efreeti +1 CR
Ability Score Racial Traits: Half-efreeti gain +2 to strength, +2 to con, +2 to dex, and +2 to one mental stat.
Type: Half-efreeti are outsiders with the native subtype.
Size: Half-efreeti are Medium creatures and thus receive no bonuses or penalties due to their size.
Armor: Half-efreeti have a +2 to natural armor
Speed: Half-efreeti have a base speed of 30 feet.
Languages: Half-efreeti begin play speaking Common and Ignan.
Defense Racial Traits
Energy Resistance: Half-efreeti have fire resistance 10.
Spell-like abilities: Half-efreeti have the following spell-like abilities:
constant - detect magic
1/day — enlarge person, invisibility, quickened scorching ray, or wall of fire
3/day - 40' fly

Does this look like a fair trade for a level? I know the physical boosts are not all that valuable to you, but they are very much in like with being descended from an efreeti.


Looks good to me!

I'm going wizard, how would you like me to figure out the characters spellbook

Thanks


You pick spells according to the rules for wizzard. If you want extra spells, 2.2.3 in the house rules covers that. Since there has been no opportunity to learn the spells from a cheaper source, you will need to pay the cost to buy the scroll, then pay the inking cost, and deduct it from your wealth by level. Also remember to buy an additional spell book if you exceed the capacity of the one you get at first level. You might want to look at the blessed book if you want a whole slew of spells! You might also want to look into special Spellbooks which come with pre-printed spells and a cool ritual. They typically contain duplicates of spells you already have if you pick them up by chance, but since you can pick spells AFTER you buy a spellbook, it is probably worth it.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

This is what I have so farDigger
Cleric of Phrasma male Age:
Hgt:6 Wgt:250 Hair:Bald Eye:Purple Skin:Pale
Str 14(10) Dex 16(12) Con 14(13) Int 14 Wis 22(18) Cha 18(14)
HP:6
Init:+2
AC:12 |10+2(Dex)
Speed:30ft
Langauages: Common, Celestial,
BaB:+9/+4
Melee:+11/+6
Weapons:
Club+ 1d6
Dagger +0 1d4
Cestus
Ranged:
Weapons:
Sling+

Fort:+0|8+0
Reflex:+2|4+2
Will:+4|8+2

Skills:6
Diplomacy +13
Heal +6
Know(Arcana)+10|1+4(Int)+3
Know(History)+9|1+4(Int)+3
Know(Nobility)+9
Know(Religion)+11
Know(Planes)+10|1+4(Int)+3
Linguistics +9
Perception +13|1+2(Wis)+2(Race)
Sense Motive +16|1+2(Wis)+3+1(Trait)+2(trait)
Spellcraft +11|1+4(Int)+3
Survival +13
Ride +7
Acrobatic +7
Perform(Oratory) +14
Profession(Mortician) +14
Profession(Cook) +14

Feats:Fast Learner, Selective Channeling, Cunning, Turn Undead, Channel Smite,Extra Channel, Channel Revival

Traits:
Spells:
0-4
1-6+d
2-6+d
3-5+d
4-4+d
5-4+d
6-3+d
7-
8-
9-

Cleric:

Ability Score Modifiers:

Equipment:
Dead Mans Shroud:
Undead Slayer’s kit:
Shaving Kit
Light Kit
Gravediggers Kit
Gear maintenance Kit
Clerics Kit
Cooking Kit
Grooming Kit
Handy Haversack
Bag of Holding
Ring of The Faithful Dead
Ghost STouch Club


@Critzible
I'm tempted to call you Mr. Kit with the 8 kits in your inventory.

You decided on a cleric instead of Wizard? Makes a bit of sense if you want to take better advantage of the stats from the efreeti-blooded template.

I need more info on the equipment as you are nowhere near your WBL and that club needs an enhancement bonus to carry ghost touch..

Grand Lodge

Male Aasimar Wizard 18/ Rogue2
miteke wrote:

@Critzible

I'm tempted to call you Mr. Kit with the 8 kits in your inventory.

You decided on a cleric instead of Wizard? Makes a bit of sense if you want to take better advantage of the stats from the efreeti-blooded template.

I need more info on the equipment as you are nowhere near your WBL and that club needs an enhancement bonus to carry ghost touch..

Yeah still adding my paper (I do actual paper lay outs when making a character) to my Doc,

and he is a human cleric


I'm the wizard half-efreeti! :)

Working on it!


Right. Thanks for pointing that out!


Do we have replacement characters yet, or did the site outage stymie that too?


Wounds (32) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (5/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip, Quickness) Lesser Extend Rod (1/3) Extend Rod (0/3)

At least the site is back :)


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

I am around and ready to go!

3,801 to 3,847 of 3,847 << first < prev | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Miteke's Legacy of Fire Discussion All Messageboards

Want to post a reply? Sign in.