GM Foxy's 2nd Legacy of Fire

Game Master Foxy Quickpaw

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Kitsune Game Master

Discussions go here.


Kitsune Game Master

Everyone feel free to get to know each other, write yourself into bed and out again. Once Garavel shows up the catch up with the caravan starts.


[ooc ][b ]Round , Init[/b] AC 15, HP 11/11 Buffs: [/ooc] Rogue (Scout/Swashbuckler) 1 (HP 11/11 AC 15, T 13, Flat 12 - F+2 R+5 W+0 Init +3; Senses: Low-Light Vision (X2), Per +6

...is the entire group made of d8 and 3/4 bab classes?


Kitsune Game Master

Yes. And you got two bards.

But I'll play the enemies with their original stats, of the AP, not the improved PF ones and you're five players, so you should be fine.


Aasimar Dawnflower Dervish 1 / Cleric 2| HP: 28/28 | AC: 17 (T: 13, F: 14) | CMB: 2, CMD: 16 | F: +4, R: +5, W: +6 | Init: +3 | Perc: +8, SM: +7 | Speed 30'| Performance 9/9

Yep :)

A couple of points Foxy (and thanks for letting us play). Both the bards are "selfish" bards. Their bonuses apply to themselves only, not the whole party.

Also Soraya is a 1 level Bard, at 2nd level and beyond she'll be a cleric. I'd meant her to to take the Harald Caller archetype and concentrate on summoning, but I could have her focus on buffing instead.

Another thing I'd be willing to do, if y'all really want a full BAB character in the party and Foxy doesn't mind, is take future levels in Paladin rather than Cleric. I've always wanted a reason to play a Paladin but never had the chance. I wouldn't even take a huge amount of alteration since I'd probably go with a dex based switch-hitter type Paladin and keep the 1 level in Dawnflower Dervish to grab Dervish Dance.


Kitsune Game Master

FYI, you got time to play introduction if you want. Once you're done, you can write yourself to bed, and I'll write you right into the first action from there. I'm prepared to do so within three minutes.


[ooc ][b ]Round , Init[/b] AC 15, HP 11/11 Buffs: [/ooc] Rogue (Scout/Swashbuckler) 1 (HP 11/11 AC 15, T 13, Flat 12 - F+2 R+5 W+0 Init +3; Senses: Low-Light Vision (X2), Per +6

How should we do starting gold?


Kitsune Game Master

Max for class. For example 4d6*10 = 240 for the rogue.


[ooc ][b ]Round , Init[/b] AC 15, HP 11/11 Buffs: [/ooc] Rogue (Scout/Swashbuckler) 1 (HP 11/11 AC 15, T 13, Flat 12 - F+2 R+5 W+0 Init +3; Senses: Low-Light Vision (X2), Per +6

I like that with money like that I’ll try something a bit different scout and swashbuckler that’ll give me proficiency with one martial weapon which will be elven curveblade and once I get up to shadow dancer the real fun begins stacking my scout’s charge with shadow jump and flexible shadow jump and dimension agility. When it’s all said and done Tahl can be summed up in two words MARIO PIPES.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Oops The forum didnt show me that there is traffic at the discussion tab too.

As Soraya pointed out too I am more a rogue then a bard from the way Manuun should play But if you have suggesteions for spells that would help you guys more please fell free to tell me for future upgrades.

Since I deinvested Strength going fighter will not be possible for me but I think I could turn him a bit more in the direction of an air sorcerer if this is needed.

@GM since I played multiple systems in the last year and Manuun will also be stressed very much for carrying capacity, how does PF and you as PM handle picking up Crossbow bolts after the fight? Will that be partially possible at least?

@players Which timezones do you live in? I am from europe. So during american evening time dont expect too many immediate answers from me.


Kitsune Game Master
Manuun wrote:

...

@GM since I played multiple systems in the last year and Manuun will also be stressed very much for carrying capacity, how does PF and you as PM handle picking up Crossbow bolts after the fight? Will that be partially possible at least?
...

Ammunition: Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), darts (for blowguns), or sling bullets (for slings and halfling sling staves). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading (as noted in their descriptions). Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost.

Realistically you'd have a hard time shooting more than ten bolts in a single combat. Ask someone who looks stronger to carry 10 more if that is already the straw that breaks your neck (or brings you into medium encumbrance).

You can buy bolts from Garavel. Ah, heck, he will provide them for free. But only in camp. On the missions you'd be on your own.

In general I won't count your bolts. If you'd be an 11th level archer hastedly shooting 6 arrows a round, I'd start to ask questions though, how long you think that one quiver will last you.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Thanks but for now I am set. I was concerned with how this will go later when the possibility of easy supply between battles tries up. As for encumberence I better drop my backpack first thing in a fight ar go on adventure without a blanket or armour. Iwill see how this feels.


Kitsune Game Master

Later you'll have an handy haversack or something along that line.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Thanks, sound like I worry too much. I'd better get back to see if the others can find a new opportunity for Manuun to embarass himself.


Aasimar Dawnflower Dervish 1 / Cleric 2| HP: 28/28 | AC: 17 (T: 13, F: 14) | CMB: 2, CMD: 16 | F: +4, R: +5, W: +6 | Init: +3 | Perc: +8, SM: +7 | Speed 30'| Performance 9/9

Hi Manuun, I'm in Portland, Oregon in the US. Pacific Time Zone or GMT -7.


[ooc ][b ]Round , Init[/b] AC 15, HP 11/11 Buffs: [/ooc] Rogue (Scout/Swashbuckler) 1 (HP 11/11 AC 15, T 13, Flat 12 - F+2 R+5 W+0 Init +3; Senses: Low-Light Vision (X2), Per +6

We are Florida central time.


Kitsune Game Master

CEST / GMT +2

Seems like only a little overlap in posting time.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Yes unfortunately. Felt like this in the last days. We will have to make the best of it. I will try to extend my posting times a bit.

BTW Has anybody seen Ohrmizd yet?


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Aasimar Dawnflower Dervish 1 / Cleric 2| HP: 28/28 | AC: 17 (T: 13, F: 14) | CMB: 2, CMD: 16 | F: +4, R: +5, W: +6 | Init: +3 | Perc: +8, SM: +7 | Speed 30'| Performance 9/9
Manuun wrote:
BTW Has anybody seen Ohrmizd yet?

Not yet, I'd actually completely forgotten about him to be honest.

I know him from another campaign we're both in here on the boards. He'll be along. He's a very reliable player and frequent poster.

He's in Spain by the way.


Male Human (not proved yet) GM 5

Hi everybody and thanks for the opportunity Foxy!

Yes, I am also in the EU. I am Spanish, so UTC+1 and sorry beforehand if I make writing mistakes or I do not grasp aspects of certain expressions (do not feel bad to correct or explain me).

One of my Shackled City players with whom I share play style just told me a few weeks ago how he ran Legacy of Fire to completion and how fun a run it was. So when I saw Foxy's recruitment I got very excited about the idea of this campaign.

Now, before jumping into Gameplay, I do agree our character roles are currently very similar. Would it be possible for us to rethink a bit our character classes and roles in the campaign Foxy?

It would help to bring a more cohesive party. If combats become a constant slog or people feels their character has nothing to distinguish themselves things are going to slow down slowly or people will want to swap characters amid campaign damaging party and NPC relations and campaign engagement.

Considering we are committing time on a daily basis for years, it is perhaps worth to stop for a few days now and invest on it.


Aasimar Dawnflower Dervish 1 / Cleric 2| HP: 28/28 | AC: 17 (T: 13, F: 14) | CMB: 2, CMD: 16 | F: +4, R: +5, W: +6 | Init: +3 | Perc: +8, SM: +7 | Speed 30'| Performance 9/9

Heya Balacertar/Holg, it's Soraya/Kaska :)


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Kitsune Game Master

I'm open to suggestions if someone has changes in mind. I don't have my excel file with all the characters/classes at hand, and therefore I'm not sure, what your actual character is.

But the fun thing is, that the character ideas at the moment are all not min-maxing/power mongers. So if someone who finds him-/herself sharing a role with someone else wants to go wizard or sorcerer instead, that would be fine with me.

But a change to barbarian would probably not be ok, as the party balance would be ruined and all those d8 scimitar wielders might start to feel useless.

And combats won't be a slog. That's my responsibility and easy to fix, once I get a feeling for the party's combat prowess.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

I think I agree with Foxy, we should be able to hold our own with a friendly GM.

If both Ohrmizd and Soraya develop a bit in the tank direction I see no skill which we completely miss. And I can assure you, it's fun to play a group who is not optimized for every situation even in a long term scenario.

So I would suggest we move ourselves back into the inn and try to get some kind of roleplaying going. And get a good nights rest before the whole thing starts for real.


Aasimar Dawnflower Dervish 1 / Cleric 2| HP: 28/28 | AC: 17 (T: 13, F: 14) | CMB: 2, CMD: 16 | F: +4, R: +5, W: +6 | Init: +3 | Perc: +8, SM: +7 | Speed 30'| Performance 9/9

Yeah, I think we'll be alright as we are. The only two things I see as possible issues are:

1. We won't have anyone who can act as a damage sponge in tough fights. Offensively we're in good shape. Defensively we're on the fragile side so we'll have to take care and play smart. I checked the abilities and there's nothing that prevents Soraya from using medium armor with Dervish Dance and Battle Dance, so she can armor up if need be. There would only be a chance of spell failure on her couple of bard spells so no big deal. She wouldn't be casting either of them in a bind.

2. We may not have anyone specializing in ranged combat? Not a terrible thing if we don't, sometimes it matters and sometimes it doesn't. As long as everyone has a means for dealing with flying stuff as a backup we should be fine.

I'm ready to move on to the next day!

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Ad 2: I will definitely not be part of any Melee Combat if I can avoid. So I assume ranged combat it is for me. But I dont assume I will produce a hail of arrows anytime soon, ifg thats what you meant by Ranged specialist.

I reordered my weapons in my profile, in case that created the impression of me being a melee fighter.

BTW: With this being my first PbP Experience please tell me if you need anything done different in my profile for easier reference.


Kitsune Game Master
Manuun wrote:

...

So I would suggest we move ourselves back into the inn and try to get some kind of roleplaying going. And get a good nights rest before the whole thing starts for real.

I agree strongly on this point. ;)

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

@GM Since now everyone has found his way over here can you please undot me from the other LoF game? I am always distracted by the post sign over there.


Kitsune Game Master
Manuun wrote:
@GM Since now everyone has found his way over here can you please undot me from the other LoF game? I am always distracted by the post sign over there.

Done. Also for the others.


HP 143/143 AC 36 32 TAC 17 13 FF 33 29 | CMD 32 28 | F +16 R +13 W +17 (Stalward) Resist: fire 30 | HL: 14/14 B: 8/14 BSP: 10/10 Ju: 2/5 ST: 4/4 L1: 4/6 L2: 2/6 L3: 0/5 L4: 3/5 L5: 0/2 | Ini: +6 | Senses: +21 |
Skills:
Acrob+10,Bluff+14,Climb+11,Diplo+21,Disguis+3,Fly+8/+13,Heal+8,Intimidate+2 7,K.arcana+5/+9,K.planes+17/+21,K.religion+9/+13,K.history+12,Linguis+11,Se nsM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h

Ok, at low levels anything kinda of works, and as we move up we can try to adjust the best we can. I would only request it does not force the GM to have extra work to tone down or up the encounters. Last thing I wish is someone to burn out because of my fun.

About the ranged combat... if we see people cannot contribute because there is just not enough space in the front line, we can give a second thought on it.

For now, Ohrmizd can manage with a sling, and later on he will carry a longbow just in case. With judgments and bane he has some flexibility on changing weapon. If Manuun is not going to join the melee, then he would really benefit more from picking Point Blank Shot rather than Weapon finesse as he will seldom get use of this one.

I would like to hear also what Tahl and Lofna think of it, if they feel comfortable enough.

@GM Foxy: Table 1 updates still trigger on me. I think Ohrmizd was left as an NPC rather than as inactive.


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Kitsune Game Master
Ohrmizd wrote:

Ok, at low levels anything kinda of works, and as we move up we can try to adjust the best we can. I would only request it does not force the GM to have extra work to tone down or up the encounters. Last thing I wish is someone to burn out because of my fun.

...

BWAHAHAHAHA! That's a good one.

Have you seen my Shattered Star campaign? That's me playing all characters but one. Just for the fun of it and to entertain one player. In a campaign that lasted over 19,000 posts. And it wasn't me who gave up on it. So I'll manage just fine if I have to lower the AC of an enemy by two or cut a few HP if the AP doesn't work as written.

Nerdy GM with too much time to dawdle away crawling back into the GM cave...(That's like a Batman's Bat-Cave just for GMs. Not a cave man cave)


Male Human (not proved yet) GM 5

xD ok, it is good to know.

I sometimes wish I had that kind of time available too. I would love to run a Ruins of Azlant and an only orcs Giantslayers.


Kitsune Game Master

You're aware though, that the orcs in GiantSlayer are the bad guys? Like the goal of the first book is to fend off an orc tribe attack on a mostly human settlement, and then going after them to wipe out that tribe?

Starting gear for all orc players: Hat of Disguise.


Aasimar Dawnflower Dervish 1 / Cleric 2| HP: 28/28 | AC: 17 (T: 13, F: 14) | CMB: 2, CMD: 16 | F: +4, R: +5, W: +6 | Init: +3 | Perc: +8, SM: +7 | Speed 30'| Performance 9/9

Nah, Strange Aeons or Hell's Rebels is where it's at Balacertar!

Giantslayer seems too repetitive to me, but there's a really great campaign podcast that plays it. A really fun and funny listen. Of course it does spoiler the whole thing, so if you ever plan to play it's not a good idea I suppose.

The Glass Cannon Podcast

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6
Ohrmizd wrote:
If Manuun is not going to join the melee, then he would really benefit more from picking Point Blank Shot rather than Weapon finesse as he will seldom get use of this one.

@ GM He is probably right, is that still okay for you?


Kitsune Game Master

Yes.


Male Human (not proved yet) GM 5

Yes they are the bad ones xD
I think it would had been more interesting to set the first book on a tribe of orcs who is betrayed by a neighboring orc tribe allied by giants. From there on the orc chieftain "sends" the orc PC's to avenge the tribe killing all the orcs at the second book and stop the giants invasion. You basically need to modify book 1 and a bit of book 2 and the rest works just the same.

Both book 2 and book 4 are great for a "mission impossible" kind of game for a roguish or enchantment/illusion party. And the linear plot I find it an advantage for PbP, as the players easily forget the plot through the years of play. I have had to put a lot of effort to keep players aware of what is going on in my Shackled City AP for example. I think the Giantslayers loses a lot if you just go through slaughtering one giant after another. It gets a bit repetitive after a bit if you engage it like that, specially if people build an all dwarf party with giant bane weapons and ranger favored enemy, it gets silly very fast.

Yep, I have listened to some episodes of that podcast. They are fun, but I have difficulties to grasp many of the jokes. I am also playing the campaign in the boards, we are finishing book 4.

I have no knowledge about Strange Aeons and Hell's Rebels away from what is said in the campaign description. Are they good?


Kitsune Game Master

Not to spoil your fun, but Soraya told she's ready to move on, and our married couple can't join the RP here due to time offset. So I get the game going, before I call it a day.

Cart is strength check, catching animals is handle animals check or that druid diplomacy for animals in case someone managed to get that. Dragging water needs no rolls.

This is counted in rounds.

Happy posting.


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[ooc ][b ]Round , Init[/b] AC 15, HP 11/11 Buffs: [/ooc] Rogue (Scout/Swashbuckler) 1 (HP 11/11 AC 15, T 13, Flat 12 - F+2 R+5 W+0 Init +3; Senses: Low-Light Vision (X2), Per +6

Just got home we’ll post.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

#characterbuildregrets

Grease was the last spell to be taken of my spellbook because it felt to powergamish. I am pretty sure the guys at the second wagon appreciate that thinking. And of course now after seeing them I can think of a hundred situations where grease in an old tomb might been totally in character.


Kitsune Game Master

Pushing a wagon is hard enough without slippery ground. Or what was your plan here?

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

either greasing two of the wheels probably the forward ones or greasing the area unter the wagon and have the guards pull via rope to be save from slipping. I think both ways it would have been a lot easier to move.


Male Human (not proved yet) GM 5

grease is a great spell for a spontaneous caster. You cannot change spells everyday, and so you benefit from versatile ones that are useful in very different situations. And it lends to funny scenes too. It is a solid choice. I would go for it.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Noted for my next level.


Kitsune Game Master

I'm fine with you exchanging spells known that you haven't used in game yet. Though doing so in a acute situation might bias your judgement about the usefulness of a spell. Once you used the spell it is set in stone.


HP 143/143 AC 36 32 TAC 17 13 FF 33 29 | CMD 32 28 | F +16 R +13 W +17 (Stalward) Resist: fire 30 | HL: 14/14 B: 8/14 BSP: 10/10 Ju: 2/5 ST: 4/4 L1: 4/6 L2: 2/6 L3: 0/5 L4: 3/5 L5: 0/2 | Ini: +6 | Senses: +21 |
Skills:
Acrob+10,Bluff+14,Climb+11,Diplo+21,Disguis+3,Fly+8/+13,Heal+8,Intimidate+2 7,K.arcana+5/+9,K.planes+17/+21,K.religion+9/+13,K.history+12,Linguis+11,Se nsM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h

I am trying to settle on my domain (or inquisition) and feat selection.

Initially I had selected Sarenrae's Mercy Divine Fighting Technique but I have realized now that comes from a Player's Companion book (Divine Anthology). It feels thematic, but by level 10 it will allow Ohrmizd to heal 2d6 each round he scores a non-lethal damage hit. It looks cheese, but it would help him stand in front of the melee once the high-level play begins.

Before committing all the resources required (renouncing to 1st domain power, Great Fortitude, Weapon Focus and 10 heal ranks) I wanted to check out if this is fine with you Foxy because it will greatly influence what domain I choose.


Aasimar Dawnflower Dervish 1 / Cleric 2| HP: 28/28 | AC: 17 (T: 13, F: 14) | CMB: 2, CMD: 16 | F: +4, R: +5, W: +6 | Init: +3 | Perc: +8, SM: +7 | Speed 30'| Performance 9/9

I've player a lot of bards and Grease is a great spell. It offers area control at an early level, it's very versatile, and it stays useful for a good while for a 1st level spell. My typical 1st level picks are CLW and Grease. This time around I didn't choose either of them though because I'll only be getting 2 bard spells and I wanted ones that will remain useful at any level.

That said, you have a couple of very good spells chosen and Grease can wait until 2nd level. You really can't go wrong with either decision.


Kitsune Game Master

That's 10 skill ranks, and one feat that you probably wouldn't have take for limited fast healing 7. If you don't hit, your enemy is undead or an construct - no healing.

Also there is an RP intention behind that. So, whacking that unconscious enemy for additional HP won't work. And the intent behind that action is to redeem the opponent.

The initial boon is really powerful. Imagine a sorcerer, taking down a riot with one non-leathal fireball without killing anyone. The advanced boon is not bad, But at level 10 2d6 possible heal per round is nice but no game changer. At level 11 a cleric can cast heal for 110 HP.

If you want to go that way, be my guest, but only if you're willing to take the divine intention behind it too.

Grand Lodge

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M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Well Thanks foxy, but in the future feel free to ignore my characterbuildregrets. I have them often and hard and I just needed a channel to let them out. So feel free to totally ignore them or tell me to vent them somewhere else if you think it distracting.

But after coming up with a good idea how Grease would be useful to an Archaeologist I will take the change, in order to have a bit less self centered build.

Also I hope its okay if I do verbal components in German, as my Englisch or Pottersich isnt good enough to always come up with them.


Kitsune Game Master

@Manuun
On a related topic: Strength check please.


HP 143/143 AC 36 32 TAC 17 13 FF 33 29 | CMD 32 28 | F +16 R +13 W +17 (Stalward) Resist: fire 30 | HL: 14/14 B: 8/14 BSP: 10/10 Ju: 2/5 ST: 4/4 L1: 4/6 L2: 2/6 L3: 0/5 L4: 3/5 L5: 0/2 | Ini: +6 | Senses: +21 |
Skills:
Acrob+10,Bluff+14,Climb+11,Diplo+21,Disguis+3,Fly+8/+13,Heal+8,Intimidate+2 7,K.arcana+5/+9,K.planes+17/+21,K.religion+9/+13,K.history+12,Linguis+11,Se nsM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h

Good! It helps Ohrmizd to play as a redeemer.

The RP reason I wanted to comment. Desiring to redeem people is a trait of Ohrmizd that first came to my mind when I decided for him to be a follower of Sarenrae.

That said, I fear wanting to redeem every single foe can become boring and tedious for everyone here. And I do not want for that to arise discussions between the party or slow down the game. Some drama can be fun, but I prefer to keep things flowing and fun.

I hope to find a point in between total redeemer and the Star Wars "I do not care for the dozen startroopers I just killed without blinking but I will become total evil if I kill this one that wants to destroy all the galaxy"

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