GM Foxy's 2nd Legacy of Fire

Game Master Foxy Quickpaw

2nd Legacy of Fire Current Maps
2nd Legacy of Fire Archive Maps
Quest Log
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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

Are we seriously tracking encumbrance? Who ever actually does that?

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 am only tracking that I am seriously ecumbered because of my low strength, but if nobody cares I Ignore it from now on.


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

Unless Foxy devotes his time to give us exact weight of each item that drops around I say we just ignore it.

Logistics is very time consuming. I can say so being responsible for tracking treasure in a few games I am in. I cannot imagine the logistics involved on tracking also who picks up each piece of gear and other treasure we find because encumbrance.

That said, having a donkey can be fun. That, and later on having a handy haversack, can allow us to say we store there what we find and call it a day.


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 always done it "in the spirit of" rather than by exact weight. If I have an excess of stuff I'll designate some of it "at home" or whatever is most appropriate. I own it but it's not actually being carried at the moment.

I don't see why gear not immediately needed can't be left with the caravan?

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 definitely don't mean we cant do that. I am just a numbers person, so when I wondered that two packs is actually quite heavy i looked it up.


Kitsune Game Master

Question: Do you want to play combat with a map? Because I don't have a google account to do such interactive combat. I search for a picture for the matching map, and link that. So you get an idea how it looks and can name rooms to go.

If you want to move enemies and your characters around for proper positioning and such, I would need someone to provide a link to a google presentation, that we all can edit.

The map I can offer: Map


Kitsune Game Master
Manuun wrote:
I definitely don't mean we cant do that. I am just a numbers person, so when I wondered that two packs is actually quite heavy i looked it up.

You check every now and then, if your encumbrance is still light. You have a base of opereations, you can put stuff there. I'm for sure not adding up your stuff to prove you're 2 lbs over your limit and only can move 20 ft now. But if you don't care about it at all, I might do a rough estimation mid combat and screw you with the number if you're still playing light encumbrance, but are close to breaking down.

If there is someone into numbers, there is always the option for a loot sheet where you can easily track, where stuff is put. On the characters, or in the cache, or sold.

Which brings you to the next thing with numbers. If you like. Or you ignore it and give me an update of your current wealth, if you got the feeling, you're falling behind. Instead of scraping the gold plating off a pictures frame. I like it better to put something nice into a loot that the players use, than dragging around every dagger and bow found to get the coin to buy the cloak with +1 higher enchantment.


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

In general I do not mind playing theater of the mind the most simple combats.

But in addition to roleplaying I also enjoy the tactical experience of the game, so having a map around will be great. And they help exploration and usually are gorgeous pieces of art.

I have created a Legacy of Fire map for us to enjoy. Let me know if you have problems to edit it.

EDIT: I will look for a spoilered version if you do not mind I prefer that kind of immersion.


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Kitsune Game Master

Map added to campaign short description (top of every page)


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
Foxy Quickpaw wrote:
Map added to campaign short description (top of every page)

Great!

If you remove the "#slide=id.p" from the end of the link, it will always target the first slide in the document, which comes handy when using multiple slides.

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 agree with Ohrmizd concerning the handling of simple and more complex combats.

Also I am willing to handle a loot sheet if people are interested. But Manuun definitely won't carry all daggers and Bows with him, just to sell them later. Although he might not be adverse to scraping of gold from frames, if it is laid on really thick.

So I would only track the money, gems, magicals items we find, and maybe masterwork as long as they are still interesting.


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

Maps are good to have if combat is complicated, like with characters who are very mobile or make a lot of use of attacks of opportunity. Otherwise it's usually fine to skip them.

One thing I've noticed happening sometimes is the back and forth of posting to explain a situation without a map an sometimes be more work and delay than just having a map. But I'm certainly willing to begin without and adjust as needed.

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, I will do the harrowing for Ohrmizd in the evening just for fun, but if you want to place a specific card or take over the whole harrowing just tell me.


Kitsune Game Master

Replaced the monastery map with one that has labels.

About the covering of the map. I'd prefer to do without. I assume all players are able to only use character knowledge, and it's much easier to write: Gandalf moves to the next door, opens it and enters the room (A7) than starting: third door from the top of the map, western wall of the room bilbo stands in.

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 assume the second statue stands at A1b and was just mislabled in the post?

Also what year is today?


Kitsune Game Master

S@!@, and just 12 min too late to fix it.


Kitsune Game Master

The current year in game is AR 4709


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

The map labels are certainly a help for referencing. That said I always feel shame when I spot a secret door or trap label in a map. I am all for preserving a barrier between player and character knowledge. But certain things are difficult to ignore. Now I suddenly feel compelled to ignore the urge to find secret doors in a wall and suggested to step over a gorgeous looking trap in the ground xD
We will never know if I would had been as stupid if that was not painted there, but we can be sure that it influenced my decisions.

In recent times Paizo releases interactive maps where the GM can control labels so he can more easily show a map for players or GM knowledge. But I do not think this exists for this AP. Sometimes such maps can be found on community contributed versions on the GM discussion threads. I certainly would prefer to have a blank map and add the labels manually as we go rather than spotting secret rooms and traps, but I will manage as good as possible with whatever is handed to us.

Now, about map covering. This other part is important to me for a stimulating exploration experience:

1) Not seeing the map as a whole helps me to hold a mystery state of mind. The excitement of not having a clue of what lies on turning the next corner, the tension of what danger might lurk ahead... plus it helps separating player and character knowledge. This all disappears for me if the map is fully revealed. Even if I had a glimpse at the map yesterday, as days pass it starts to shade in my mind and I recover that state of exploration excitement.

2) It helps navigate the map. With a quick glance anyone can tell where the party has been and what is there yet to explore without making memory or reading through past pages. This helps players who are involved in the exploration but even more so those than not. It helps keeping everyone in line and makes everyone more prone to participate in moving around the party.

I understand the worry about knowing where the party wants to move precisely, with ease and without ambiguity. The way I see this usually managed is by moving the token where you want to explore. If you place your token in front of the door you want to open, it is pretty clear for everyone what door you meant. That said, as everyone has edition permissions, we can just as easily remove the covering of the room we want to explore and refer to the label there.

Certainly the covering might be a bit tedious for dungeons larger than this one. But I offer myself to do it, I worked as a GIS engineer and I am used to digitize maps pretty fast :P


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

Can we have the actual location of each pugwampi in the map? It is difficult to tell if Ohrmizd can reach them on melee or he should change to his sling, or if engaging one of them can leave him in a poor position for next rounds.

I am a bit confused about the choir balcony. It seems like some middle floor in between the ground and the ceiling. Is it obvious how to reach it? I cannot see any stairs from the chapel or the adjacent rooms to reach such a thing.


[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

When we get to higher levels Thal will be extremely mobile able to teleport to random places on the map at a moments notice so above like level 7ish it’d be helpful but it’s not an absolutely necessary thing.


Kitsune Game Master

As Ohrmizd provided a link we can use, there is a map with everyone placed. Which means, you actually have to check and move yourself somewhere you can actually attack with a bow.

Pugwampi's added.

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 assume we wait with our posts until we are up on the Initiative track?

Also If I read it correctly Archaelogists luck makes me immune to aura of misfortune while it lasts, correct?


Kitsune Game Master

The arrow points to the row of all whose turn it is.

Yes.


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

Thanks!

For those accessing through phone, Slides has the advantage that there is a mobile app for it, Google Slides (also available for iPhone), that allows to easily edit the map, move tokens around and even draw with relative ease. Otherwise trying to edit from a browser in a touch screen is a real pain.


[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 can’t edit it I think it’s probably because I’m on my phone I’ll get my laptop out in a minute.


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Kitsune Game Master

Who let the donkey cast desecrate on the monastery?


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

We need to show him manners to this donkey xD
And we have to think a name for him (or her maybe?)

Besides, a caster with shatter at this level when nothing is magical is terrible! Specially with the pugwampi unluck. I hope he does not have many of them or I foresee us fighting pugwampis with our bare hands.

I was almost to chose magic weapon for my level 1 spell instead of cure light wounds... a pity I did not do 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

dont be such a wussi. he wontdo it more than 5 times a day and there wont be more then 10 of those.

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

I must say the donkey looks as friendly as our employer. So we should call her Gara.


Kitsune Game Master
Manuun wrote:
dont be such a wussi. he wontdo it more than 5 times a day and there wont be more then 10 of those.

Ohrmizd has doomed himself with that reaction. Evil mischivous fey who revel in the pain and fear of others? He'll be needing a blanket after the fight to not walk home naked. :D


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 not that sure women in the group will share the happiness to witness Ohrmizd walking around half naked xD

That said, it could turn very interesting to explore a monastery ruin only dressed like greek argonauts.

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 am sure Gara will.


Kitsune Game Master

"Gara, will you have a carrot?" all say to the donkey and feed her the delicious vegetable once she has called out "Hee-haw!"

And then verytime someone calls for Garavel the donkey will answer "Hee-haw"


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

xD The trick is Garavel shall never know.

We can always give Gara some pugwampis to feed upon.


[ooc ][b ]Round , Init[/b] AC 16, HP 9/9 Buffs: [/ooc] Spiritualist 1 (HP 9 AC 16, T 14, Flat 12 - F+3 R+4 W+3/5 Init +6; Senses: Low-Light Vision (X2), Per +6

Ok so Havoc and me have been thinking about the party roles conversation. I have an idea for Lofnaiali it requires a slight rebuild for her but it mostly stays the same at least as far as 1st level are concerned. Phantom Blades have no restrictions on the type of weapon the phantom blade is I could select a long bow as my weapon and from level 2 and onward I would go magus eldritch archer.

The only thing I would have to change for now would be my stats and my phantom blade.


Kitsune Game Master
Lofnaiali Auvrea-anea wrote:

She ducks her head and playfully bumps her shoulder into her husband at his introduction. ”Hello I’m Lofnaiali I’m skilled in using the curve blade I carry and I’m also able to cast a few simple spells to help out we are also both well versed in the activities of the gnoll we may encounter.”

The small woman’s words take a sharp turn as she mentions gnoll and her husband's hand lays comfortingly on her shoulder pulling her close.

”This one has less emotions than me and I died years ago.” Naia quips in her mind bringing a soft smile to her lips.

I think I said it earlier - I don't mind if you change thingsabout your build, that you haven't used yet.

There were no strenght checks yet and your acrobatics would only get better with exchanging Dex and Str.

But roleplay wise: You need to have a curved blade in your starting gear then. And you allegedly being skilled with the blade will raise brows in game when you stay in 2nd row and shoot.

But why exactly don't you want to stay with spiritualist?


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

If what you liked from phantom blade was having a sentient weapon that increased with level, you can have a look at the magus bladebound archetype.

It would require some GM fiat in accepting the bonded item to be the black blade and in that both slightly modify the arcane pool (but not replace it). But they do not seem to alter any class feature replaced by the other archetype, so they are almost fully compatible archetypes.

Actually I like the idea of having someone able to prepare arcane spells in the party, and both the archery and wizardry themes ring as very elvish in my brain.


[ooc ][b ]Round , Init[/b] AC 16, HP 9/9 Buffs: [/ooc] Spiritualist 1 (HP 9 AC 16, T 14, Flat 12 - F+3 R+4 W+3/5 Init +6; Senses: Low-Light Vision (X2), Per +6

This way we can cover more roles and of course I would have just said she was skilled with the longbow and never have mentioned the curve blade she didn't carry. spiritualist phantom blade doesn't allow spell combat with ranged weapons the only way to do both would be to switch to magus at level 2.

Fluff wise nothing changes but her combat abilities will change.

Bladebound eldritch archer would be cool, but since I did use cure light wounds once it would probably be better if I left the ability to cast that spell.


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

Ohrmizd still thinks Lofnalali is a cleric of Pharasma who probably came to Nex to destroy undead but for some mysterious reason (yet) ended stranded at Katapesh :)


Kitsune Game Master

Another thing.
Plese everyone add a stat line like Manuun did. It would be nice to have one that is the same for all.
And please don't use spoilers in your profile to hide the stats. If I need to check something there, I search for it with CTRL+F. It's a pain in the ass to first open all the spoilers for that to work.


[ooc ][b ]Round , Init[/b] AC 16, HP 9/9 Buffs: [/ooc] Spiritualist 1 (HP 9 AC 16, T 14, Flat 12 - F+3 R+4 W+3/5 Init +6; Senses: Low-Light Vision (X2), Per +6

If its approved.

New build using the bow:

Lofnaiali Auvreaanea
Female elf spiritualist (phantom blade) 1 (Pathfinder Player Companion: Psychic Anthology 4, Pathfinder RPG Occult Adventures 72)
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +5
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +2; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Ranged Naia +5 (1d8/×3)
Special Attacks spell combat
Spiritualist (Phantom Blade) Spells Known (CL 1st; concentration +1)
. . 0 (at will)—detect magic, detect psychic significance[OA], grave words[OA], read magic
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Statistics
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Str 10, Dex 18, Con 12, Int 16, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 14
Feats Spell Focus (conjuration)
Traits gnoll killer, warrior of old
Skills Acrobatics +2 (-2 to jump), Heal +4, Knowledge (arcana) +7, Knowledge (religion) +7, Perception +5, Sense Motive +6, Spellcraft +7 (+9 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Gnoll, Sylvan
SQ elven magic, phantom blade: alertness, phantom blade: phantom touch, phantom blade: telepathy, phantom blade: weapon of the mind
Combat Gear blain bane (3); Other Gear bone studded leather, backpack, canvas (10'x10'.), scarf[UE], signal whistle, waterskin (4), 83 gp, 5 sp
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Special Abilities
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Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Phantom Blade: Alertness (Ex) Gain Alertness when wielding or harboring phantom weapon.
Phantom Blade: Phantom Touch (Ex) Constant ghost touch. Instead of breaking, weapon harbored in consciousness for 1 day.
Phantom Blade: Telepathy (Su) The spiritualist can telepathically communicate with his phantom blade if it is worn or held.
Phantom Blade: Weapon of the Mind (Ex) 1 min store weapon in mind and gain unarmed strike enhance, full-rd to re-manifest blade.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
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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

Wow, this is going to take absolutely forever.

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 I assume from the description that the chandelier is in the middle of the room, so about 60ft from my current position?


Kitsune Game Master
Lofnaiali Auvrea-anea wrote:

If its approved.

** spoiler omitted **...

Spells knownn for first level is missing.

Otherwise it's ok with me.
I assume noone else feels stepped on the feet of his/her role with that?


Kitsune Game Master
Manuun wrote:
@GM I assume from the description that the chandelier is in the middle of the room, so about 60ft from my current position?

With 1 square being 5ft it's more like slightly over 30, isn't 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

I would count 4 diagonal steps (30 ft.) and 3 or 4 horizontal steps. so closer to 50. but as long as I can get within 25ft with a move action all is fine.


Kitsune Game Master

3 west, 7 north, 2 up. Using the formula of that old egyptian guy that nets you 37 feet. On a related topic: are there pyramids in Katapesh?

Short search later - seems to have quite some pyramids of different kind here and there.


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

Oh, no more pyramids please! xD

I am near the final encounter in a Mummy's Mask here in the forums and although it was a great fun I had enough pyramids full of traps, riddles, secret doors and undead for a decade. At the least, lol.

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

More Pyramids please!!!!
You can never have too much pyramids full of traps and mummies.


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

Oh believe me, after the third flying pyramid the theme starts to feel repetitive xD

I think we had a single non pyramid dungeon. It was a Sphinx. '^_^

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