GM Foxy's 2nd Legacy of Fire

Game Master Foxy Quickpaw

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HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

Maximized and intensified shocking grasp with a wet towel must definitely be fun, being wielded against a huecuva or anything else xD


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Kitsune Game Master

The perfect comedy group is coming, beating up enemies with the Pathfinder CRB and a wet towel. Who's next? :D


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Hahaha, at least if/when defeated, we would go out in style!

And Ohrmizd, unfortunately I don't think I can use that axe - it is Lawful :P


Kitsune Game Master

In case that is not meant as a joke: This is a "lawful outsider"-bane weapon. The weapon of every chaotic, law and outsider hating adventurer. It is most effective against outsiders(lawful).

The weapon itself has no alignment.

A lawful weapon would be called axiomatic.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Ok in that case Roryx can use it - not his ideal weapon, but still very sweet!

I had interpreted it as a:

+1
lawful [axiomatic]
outsider bane
greataxe


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

Hey Ohrmzid, have you seen some sort of a official charter from Garavel/Princess Almah? If your silly CG arse has gotten my LG bohinkas into some sort of unauthorized banditry...


Kitsune Game Master
Omari the Landless wrote:
Hey Ohrmzid, have you seen some sort of a official charter from Garavel/Princess Almah? If your silly CG arse has gotten my LG bohinkas into some sort of unauthorized banditry...

You could do some retroactive knowledge rolls and perception rolls to check for yourself.


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h
Omari the Landless wrote:
Hey Ohrmzid, have you seen some sort of a official charter from Garavel/Princess Almah? If your silly CG arse has gotten my LG bohinkas into some sort of unauthorized banditry...

There were never nothing like that to be fair. The campaign recruitment happened at a tavern with Garavel and it was as much as ok, you want to join on this adventure for 0 benefit or you just skip the opportunity and look for another AP? xD

Any question was answered with something like "You want the job come in, otherwise stop bothering me with your questions"


Kitsune Game Master

Added a picture of Kardswann with the teensy tiny axe Roryx has on his back now.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Dang! That axe looks good! Thanks for the pic Foxy ;)


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

Awesome! That axe is reckless and larger than yourself!

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

@ Foxy What did the Merchant dreply to my question?
and does the other merchant have anything imntereasting in stock.

In general do you want to handle the trading in Character, or shopuld we just post it here in Discussion to not break the flow?

@ All: we have currently about 120 gp in cash and a bit more in various weapons we could sell. we also have a few more expensive items, which are probably not worth selling for whatever this market has to offer.


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

I say we better sell the minor weapons/armor and keep the rest.

For now I will cash myself to get a cloak of resistance. Thus, if someone finds something interesting to buy I can lend you my coin.

Having a bow and some arrows is probably the only thing I immediately miss for Ohrmizd, but I hope we can find that during the curse of our adventures.

EDIT: You can check with the merchants if they have any silver weapon. An alchemical silver heavy mace could be very interesting for Ohrmizd to fight the huecuva.


Kitsune Game Master

If you want to play it out, we can do that, but please not in spoilers.

If not, you can buy standard stuff at +10% prices. And sell standard stuff at 40%. Or you wait until serious traders join Kelmarane in the near future.

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

@ All Having cold damage against that fire thing in the cellar might be useful, but I think for now 50gp for 1d6 damage is a bit expensive even adding a potential vulnerability. If you think I should by it anyway just tell me.


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

What cellar and what fire are you talking about Manuun? I think I might have lost something.

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

The princess gave you a key to a crypt (cellar) where that evil thing controling kardswann resides. We found that door earlier in the temple and there were loads of scorchmarks around the corpses of the temple guards. So Manuun is assuming there to be some fiery demon down there, which is why he looked for sources of cold damage.


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

Ok, got it now! :)


Kitsune Game Master

It's funny: I could put a 4th level necromancer on stage who animates a corpse in front of your eyes with a scroll, and you still wouldn't detect any evil. Only after the zombie gets up. That one would detect as evil.


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

Yep, that is why I also do remember paladins not to trust that heavily on their ability to know who is the bad one of the show.

Even a good person that has the intent to kill someone, because she things is a danger for example, pings as evil. While the king advisor that has a long conspiracy going on, might well be 4 HD and have no aura xD


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

I am just so happy we recovered the old equipment! Thanks a lot Foxy! :)


Kitsune Game Master

I don't think so. Even an evil intent doesn't shift your alignment. Evil deeds will, but only over time. You'd have to really try to go from good to evil in one deed. Like burning down an orphanage, just for the fun of 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

@Foxy: Is there any result to Ohrmizd searching the Guard room?

@ Everybody else: Are we fine with exploring the second floor, or do we want to discuss furtehr things with haleen?
Also do we want to talk to the prisoner in the cells now? Or do we save that for later?


Kitsune Game Master

There is nothing found.

Also there are no prisoners in the cells.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Roryx is fine with continuing the exploration.


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 80/103 F +11 R +12 W +14

Heshan is fine with that as well.


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h
Foxy Quickpaw wrote:
I don't think so. Even an evil intent doesn't shift your alignment. Evil deeds will, but only over time. You'd have to really try to go from good to evil in one deed. Like burning down an orphanage, just for the fun of it.

Yup, I did not mean about shifting alignment, I was talking about having an evil aura. The detect evil spell says it is enough to have bad intentions to have one.

SRD - detect evil wrote:
Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell.


Kitsune Game Master

This is wonderful
Pally: I detect evil.
GM: The creature detects as evil.
Pally: I use my 1/day smite evil on the creature.
GM: The creature is unaffected.
Pally: WTF?!?


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

Exactly!

A neutral cleric serving an evil god is yet another example of having an evil aura but not being affected by smite. And also, detect evil can be thwarted by divination blocking and misleading effects.

Knowledge checks are usually a more reliable source than detect evil when deciding to smite or not. At least for non humanoid creatures.


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

I do not usually take Diplomacy/Intimidate (or Bluff) checks as 'input command order' that direct the NPCs actions. What I do expect of those rolls is just them to be interpreted by the NPC receiving them the way the GM thinks the creature will react, and the actual success or failure be just a guidance of how well the player tone and selection of words translate into the character. I am well aware some creatures are just against the party and does not matter how good or often you roll Diplomacy, they are never going to help you. But it gives the GM a notion of how good characters really are when talking.

Because I can be a very chatty player or know very intimidating sentences, but my character might not. Or the other way around, I could be terrible at writing but my character be a silver-tongue. So perhaps I wrote very strong words there, but maybe the character told them nervously or with a bland tone. Or on the contrary, the tone of the character was actually stronger than my poor choice of words.

I am aware there are some mechanicalities, like trying to demoralize a character in combat, but I think when using those things it shall be pretty clear, and anyway I tend to mark them.

Same if there is a scene that require improving an NPC attitude, I do expect the GM to state so, because most players just do not tend to make this kind of rolls unless told to (I might be one exception as a player but of course, I am a GM too and I know more deeply how the game works and how adventures are written, same as I roll Perception in most rooms while most players never do that, because I know some rooms call for it but not all GMs will let players know about that). Otherwise I expect the GM to roll the Diplomacy for the party, or at least for the face character, because sometimes the player who carries the weight of the thread is not necessary the face or the explorer, and the party does not need to be punished for that, neither the campaign needs to crawl down waiting for those players to show up or notice they need to use their skills (most players do not roll for skills unless told to).


Kitsune Game Master

Intimidate and what to do with it (and how long it takes):
Coerce Opponent (1d4x10Min)
Demoralize Opponent (1 Standard Action)
Influence Opponent’s Attitude (1 minute)

What you do is more like "Suggest Course of Action" which is listed under diplomacy.

Of couse you can just shout around for RP. But if you give a roll, then please state what kind of action you are doing according to the skill rules.


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

Foxy, Demoralize has not much sense out of combat (I do not even know if the creature is within the required 30'), and I am clearly not in an interrogation coercive scene. Ohrmizd is trying to influence the creature actions and basically trying to intimidate and make him pee in his pants. Note Ohrmizd bonus is nearly the same with Diplomacy and Bluff, and he could have used any of those, but Intimidate accompanied the shout out of tone. If you instead think Ohrmizd is Bluffing or using Diplomacy, then feel free to swap the bonuses of his roll or just roll yourself the appropriate skill.

You complain about time, but we have been pressing the creature for some rounds at the least with our hunt, and we are probably continue it for a minute or more. I do not know if you are expecting instead for me to communicate 'my character is starting this curse of action' and you rolling yourself whenever you consider it complete.

But anyway, as I said before, just take Ohrmizd shout and intimidating posture as you take whatever other thing we do and feel free to react to it as you see fit. And if you had a great scene plan and Ohrmizd is derailing it, for all gods, just let me know that is the case and ignore what Ohrmizd did.


Kitsune Game Master

I can make an educated guess what you want to do and run with it. The thing is, with all those things that take time: If your companions don't stop and wait that time, they'll easily find the culprit and you'd be still busy giving your diplomacy/bluff/intimidate speech.

Then I could either ignore the assumed action as it'd be to late. Or point out that the action I assumed took too long. Which are both no good options.

So to make it easy, I suggest I'll assume it's demoralize in combat and just RP out of combat. And if you like to use it in another way, you tell it.


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

I think that is a good assumption, intimidate to demoralize is roll for init in my opinion. Even if not, leaving shaken a creature for a few rounds when no one is counting for rounds is time lost.

Players or other events can derail any social attempt, but well, that is always an option when multiple moving stuff is going on, so for much one player is trying to talk an NPC there is always the typical player that just shots the NPC in the heart while the conversation is unrolling, or an earthquake can just stop everything. There is always that risk and still people try to use social skills without discussing with everyone at the table if that is what the group together wants to do.


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

It has been pointed to me that maybe the problem is I roll skills too often.

If you prefer, I will not roll again any skill check unless you ask me to.

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

@ Foxy: Did we find anything in the watchtower?


Kitsune Game Master

Nope

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

@ Omari, Foxy

Now that we have sufficient party money we should be thinking about looking for better bows. Before we go to the cemetary I would once more visit the Stalls and see if he has by any chance a +1 or at least masterwork bow.
If Omari wants one I would leave first choice to him, otherwise I would just look for myself.


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

Alternatively we can have a look if there is a magic weapon scroll on sell, to make those silver arrows magical. But I don't think we saw any merchant selling that kind of stuff.

Also, now that we are 2 more people, if Roryx or Omari want some of the magical equipment we found earlier, just pick it up!:
- Brooch of Shielding
- Heavy Mace+1
- Dagger +1
- Ring of Feather Falling
- Phylactery of the faithfulness
- +1 halberd

Finally, @Heshan, remember to write down the cure moderate wounds potion in your profiel, otherwise you will probably forget about that one! I recommend to mark it as party equipment, I for example mark everything I do not buy with a [p], but whatever means will work :)


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Guys, on the note of magical items.

Kardswann's axe is a great weapon, but at the end of the day I am not sure it is the best option for me, because of Spell Combat: 'To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand.'

So my go-to schtick when damage is required, is holding a 'light or one-handed melee weapon' in one hand while casting, then swinging it with both hands. I cannot do that with the axe, but of course when I am not using Spell Combat I can just use it as a nice 2-hander.

Keeping all this in mind however, a +1 Heavy Mace might be more useful to Roryx, even if with 1/10 of the style...

As for the other items, there are a few useful ones there, but I will defer to other players.

And thank you for allowing us to grab some shinies! :D

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

Also feel free to just grab anything that is marked as Manuun. I just tend to grab it,because I don't want it to go to waste.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Is there a 'loot list'? Sorry guys I cannot find 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

the link is on the slides. On the one with all the party members.

Loot list


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Thank you Manuum!

Unassigned the masterwork breastplate from me, since I do not have it ;)


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 80/103 F +11 R +12 W +14

I would like to have the dagger. I may also be interested in the Ring of Feather Falling as well.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

Well, I now have 10 crude silver tipped arrows, and I can prepare a couple of magic weapon spells - 1 for the arrows (will affect up to 50 pieces of ammunition), and 1 for Ohrmzid's flail...

As far as equipment, we need to find a big town - I agree with Manuun, composite bow time... but let's settle this crypt, and then I think we can have a loot sort out (and maybe spend a week travelling and re-equipping).

We should definitely bring the (lawful outsider bane) greataxe with us on this bit - it might prove very useful in this crypt...


Kitsune Game Master

Does someone have create water prepared? You know, for Roryx's wet towel.


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

The magic weapon would be welcomed, but Ohrmizd can bypass magic DR with his daily judgement if needed to.

I also agree keeping the greataxe is good. Roryx is probably not using spell combat that much yet. And aesthetics are a thing :D

Of course it completely depends on play style, so in the end it is just his decision.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Much like Chuck Norris, Roryx needs no water for his Wet Towel!


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none
Roryx wrote:
Much like Chuck Norris, Roryx needs no water for his Wet Towel!

Keep that thing away from me piddly...

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