GM Anthorg's Rise of the Runelords - everyone's a cleric!

Game Master Anthorg

This is a Rise of the Runelords campaign. All players can only pick cleric levels.

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Dart, we can write teenage romantic novels!

Grand Lodge

Melee: masterwork longspear +2 (1d8) 10 ft. reach; Ranged: dagger +1 (1d4) 20 ft. range, 5/6 round of Inspire Courage Half-Elf Evangelist Cleric of Shelyn 2, Perception +7, 12/12 HP; AC 13, touch 10, FF 13; Fort +3, Ref +0, Will +7, 7/7 Adoration, 3/3 1st level spells, 1/1 domain spell,
GM Anthorg - RotR wrote:
Dart, we can write teenage romantic novels!

I think we've just found new careers! Woot woot!

Seriously, though, absolutely loving how you roleplay Aneka. I'd originally envisioned Dart becoming a bit of a "man about town," but she was so instantly delightful and they just made adorably awkward sense together and it totally made me reimagine the character.


:-)


AC17, T11, FF16, CMD15, HP21(21)/(21)[24], Cond: Healthy Mv. 20. F +5, R +2, W +5, Init +3, Perc +4, Sen Mot +6 Ch. Energy 2/[4] DC14 +1Dmg per level v. Undead. Resist cold/acid/electric 5 Female Tien Scion of Humanity Aasimar Cleric/3 (Cleric Fav. class) Divine Paragon
Izumi Shinano wrote:

Skills:

Know Planes 1
Intimidate 2

Straight 5hp plus 2 for me

Would linguistics 1 (Tien) count as Lore? Or just the language without the ability to do the linguistic skill stuff?

Not sure on spells... standby

Lore: Tien Customs 1

Intimidate 2
Linguistics 1 (Tien)


Cleric of Torag 3 | AC 16 T 13 FF 16 | HP 19/25 | F +5 R +2 W +6 (+5 vs poison, spells, SP) | Init +1 | Perc +6 (+2 stonecunning)| Channel Energy 2/2, Acid Dart 6/6 | Buffs: Ironskin +4 AC| Wound Threshold: -
Darthain "Dart" Brindleflame wrote:
Level two!! Actually, even levels aren't that exciting for clerics.

indeed the best thing about level two is that we're half-way to level three.


Izumi, don't forget about your perk skill point.


Human Varisian Pilgrim 2; 14/14 HP; AC 15/17, touch 11, FF 14; Fort +3, Ref +1, Will +7; melee Starknife +5, 1d4+1 Perception +4; Channel Positive 3/3; Bit of Luck 6/7, Agile Feet 7/7

This is Fallacy, checking in.

My avatar is completed, but I can shift some things depending on the party's needs. If she's going to have to frontline more, I'll change her to a dexterity-focused build for more AC and go with weapon finesse instead of guided hand. If she's going to be staying back more to primarily heal and buff, I'll keep her as-is.

Just let me know.


AC17, T11, FF16, CMD15, HP21(21)/(21)[24], Cond: Healthy Mv. 20. F +5, R +2, W +5, Init +3, Perc +4, Sen Mot +6 Ch. Energy 2/[4] DC14 +1Dmg per level v. Undead. Resist cold/acid/electric 5 Female Tien Scion of Humanity Aasimar Cleric/3 (Cleric Fav. class) Divine Paragon
GM Anthorg - RotR wrote:
Izumi, don't forget about your perk skill point.

The lore was the perk point... unless I am missing something


AC17, T11, FF16, CMD15, HP21(21)/(21)[24], Cond: Healthy Mv. 20. F +5, R +2, W +5, Init +3, Perc +4, Sen Mot +6 Ch. Energy 2/[4] DC14 +1Dmg per level v. Undead. Resist cold/acid/electric 5 Female Tien Scion of Humanity Aasimar Cleric/3 (Cleric Fav. class) Divine Paragon
Felicity "Fallacy" Thorne wrote:

This is Fallacy, checking in.

My avatar is completed, but I can shift some things depending on the party's needs. If she's going to have to frontline more, I'll change her to a dexterity-focused build for more AC and go with weapon finesse instead of guided hand. If she's going to be staying back more to primarily heal and buff, I'll keep her as-is.

Just let me know.

Good to have you

Weapon finesse needs Dex 13 doesn't it? I'd not worry about it. Besides we should see level 3 as we get into it and we'll get a feat then - guided hand Makes it obsolete


Human Varisian Pilgrim 2; 14/14 HP; AC 15/17, touch 11, FF 14; Fort +3, Ref +1, Will +7; melee Starknife +5, 1d4+1 Perception +4; Channel Positive 3/3; Bit of Luck 6/7, Agile Feet 7/7
Izumi Shinano wrote:

Good to have you

Weapon finesse needs Dex 13 doesn't it? I'd not worry about it. Besides we should see level 3 as we get into it and we'll get a feat then - guided hand Makes it obsolete

Thanks for the welcome.

I would swap my Dex and Wis scores if I switch her to a Dex build and weapon finesse would replace guided hand (and I'd change channel smite as well) if I did that. I was just thinking in terms of getting a higher AC if she'll be needed to frontline more versus a higher DC if she's staying back more.


Izumi Shinano wrote:
GM Anthorg - RotR wrote:
Izumi, don't forget about your perk skill point.
The lore was the perk point... unless I am missing something

So what are the two other background skills this level?

@Felicity: Welcome. I'll talk to you to get you into it in a sec. So, your sheet seems incomplete. Where are your traits? Also, read the Campaign info tab please. Also also, rules for HP are in a post linked on the campaign header, please read it.

Grand Lodge

It would screw up your to hit rolls by 1 but wis 17 could give you Dex 14 I believe. Worth doing? No idea...


Cleric of Torag 3 | AC 16 T 13 FF 16 | HP 19/25 | F +5 R +2 W +6 (+5 vs poison, spells, SP) | Init +1 | Perc +6 (+2 stonecunning)| Channel Energy 2/2, Acid Dart 6/6 | Buffs: Ironskin +4 AC| Wound Threshold: -

I think, we don't need another dex-frontliner. Izumi took some bad hits, but will evolve. Dolgrin can take a hit and will start summoning meat shields soon.


BTW Felicity, please add your background to your character sheet.


Human Varisian Pilgrim 2; 14/14 HP; AC 15/17, touch 11, FF 14; Fort +3, Ref +1, Will +7; melee Starknife +5, 1d4+1 Perception +4; Channel Positive 3/3; Bit of Luck 6/7, Agile Feet 7/7
GM Anthorg - RotR wrote:
BTW Felicity, please add your background to your character sheet.

Alright, I've added it.

And it sounds like Felicity won't have to front-line as much, maybe, so I'll leave her as-is. Still have to finish purchasing her gear, but I think everything else is finished for her character sheet.

And I wrote her AC as a split stat. She has an item called dancing scarves which add 2 to her AC if she moves 10 feet or more on her turn, so it's normally 15, but 17 if she moves more. Is it okay written like that, or would you rather I put it in there differently?


Still missing traits, though...


Human Varisian Pilgrim 2; 14/14 HP; AC 15/17, touch 11, FF 14; Fort +3, Ref +1, Will +7; melee Starknife +5, 1d4+1 Perception +4; Channel Positive 3/3; Bit of Luck 6/7, Agile Feet 7/7
GM Anthorg - RotR wrote:
Still missing traits, though...

Sorry! Added traits and realized I hadn't listed feats either. Not sure how I missed those, but they're updated now.


Don't see the traits...


Human Varisian Pilgrim 2; 14/14 HP; AC 15/17, touch 11, FF 14; Fort +3, Ref +1, Will +7; melee Starknife +5, 1d4+1 Perception +4; Channel Positive 3/3; Bit of Luck 6/7, Agile Feet 7/7
GM Anthorg - RotR wrote:
Don't see the traits...

Strange. Id put them in and then it seems they didn't save. Redid it and I'm reasonably certain I've finished purchasing her gear.

Oh, and I read the thing about leveling up and I went with average for HP.


Ok, all set (it seems). Let's complete your story up to now.

Felicity:

So, let's say that Felicity's absent-mindedness made her miss the cathedral/festival. How does that sound? Maybe you're just now getting to town?

How does Felicity react to smugglers and/or freebooters?


Human Varisian Pilgrim 2; 14/14 HP; AC 15/17, touch 11, FF 14; Fort +3, Ref +1, Will +7; melee Starknife +5, 1d4+1 Perception +4; Channel Positive 3/3; Bit of Luck 6/7, Agile Feet 7/7

Felicity:
I agree that the absent-mindedness makes great sense for her being late.

I would say she would respond to smugglers or freebooters by casting murderous command and then throwing some starknives before closing for melee. She's a very silly character in character interactions, but I picture her shifting into this very serious and focused tone when it's combat time.

Although, if she was told they were simply honest merchants doing nothing illegal, she'd probably just blindly go with that. Might be a bit too trusting.


Felicity:

So, let's say Felicity heard on one of her harrow sessions that there is a legend among smugglers who were particularly scared of one tunnel beneath Sandpoint, where terrible monsters were found. The story goes that they bricked the wall to prevent them from escaping.

But there were rumors that someone has reopened it and smugglers avoid that tunnel now. Now there's nothing to stop those monsters from coming out of their hole and causing mayhem in town.

Getting to Sandpoint, Felicity notices that the talk in town is a group of newcomers who are at the same time heroes, brigands and chasers of young damsels. If their feats are anywhere near what is being told, maybe they would want to help with this particular tunnel?


Human Varisian Pilgrim 2; 14/14 HP; AC 15/17, touch 11, FF 14; Fort +3, Ref +1, Will +7; melee Starknife +5, 1d4+1 Perception +4; Channel Positive 3/3; Bit of Luck 6/7, Agile Feet 7/7

Felicity:
That sounds pretty solid. The part where they're brigands and chasing young damsels is likely going to make her very leery of them, so I'll likely roleplay her as suspicious of them rather than immediately seeking to make allies of them.


Felicity:

That's perfectly ok and expected. So, Felicity has heard that they usually hang out in the Rusty Dragon inn, the most common place for Sandpoint outsiders. Not only is it close to the southern entrance, from where visitors from Magnimar come, but its owner, Ameiko Kaijitsu, is fond of hearing interesting stories from travelers and some of her own.

With this information, you can go ahead and post in the campaign thread whenever you're ready. Welcome to our game!


Human Varisian Pilgrim 2; 14/14 HP; AC 15/17, touch 11, FF 14; Fort +3, Ref +1, Will +7; melee Starknife +5, 1d4+1 Perception +4; Channel Positive 3/3; Bit of Luck 6/7, Agile Feet 7/7

Thanks so much for the warm messages welcoming me and chiming in about my character and how I can best fit the party. And thank GM for working with me this morning to get the character finished and figure out how to work me into the story thread. I'll join in later today after I get some work things finished and have a chance to binge read up to where you are.


AC17, T11, FF16, CMD15, HP21(21)/(21)[24], Cond: Healthy Mv. 20. F +5, R +2, W +5, Init +3, Perc +4, Sen Mot +6 Ch. Energy 2/[4] DC14 +1Dmg per level v. Undead. Resist cold/acid/electric 5 Female Tien Scion of Humanity Aasimar Cleric/3 (Cleric Fav. class) Divine Paragon
Izumi Shinano wrote:
GM Anthorg - RotR wrote:
Izumi, don't forget about your perk skill point.
The lore was the perk point... unless I am missing something

Sun Metal Is an ult. combat spell... is it accessible? Very appropriate spell...

Quote:

School transmutation [fire]; Level cleric/oracle 1, paladin 1, ranger 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Target one melee weapon
Duration 1 round/level (see text)
Saving Throw Fort negates (object); Spell Resistance yes (object)

DESCRIPTION

The target weapon ignites into flame that does not hurt the weapon or the wielder, but damages those hit by the weapon. When the weapon’s wielder hits with this weapon, it deals an additional 1d4 points of fire damage. This damage is not multiplied in the case of a critical hit. This effect immediately ends if the weapon is submerged in water. This effect does not stack with the flaming or flaming burst weapon special ability or any other effect that grants the weapon extra fire damage. It does not function on weapons with the frost or icy burst weapon special ability or any other effect that grants a weapon extra cold damage.


Cleric of Torag 3 | AC 16 T 13 FF 16 | HP 19/25 | F +5 R +2 W +6 (+5 vs poison, spells, SP) | Init +1 | Perc +6 (+2 stonecunning)| Channel Energy 2/2, Acid Dart 6/6 | Buffs: Ironskin +4 AC| Wound Threshold: -

all Ultimates are allowed.


AC17, T11, FF16, CMD15, HP21(21)/(21)[24], Cond: Healthy Mv. 20. F +5, R +2, W +5, Init +3, Perc +4, Sen Mot +6 Ch. Energy 2/[4] DC14 +1Dmg per level v. Undead. Resist cold/acid/electric 5 Female Tien Scion of Humanity Aasimar Cleric/3 (Cleric Fav. class) Divine Paragon

I'll add that

I'm a long way from level 3 but I was thinking of weapon focus just to help with combat which is my chosen role. Thoughts?


Cleric of Torag 3 | AC 16 T 13 FF 16 | HP 19/25 | F +5 R +2 W +6 (+5 vs poison, spells, SP) | Init +1 | Perc +6 (+2 stonecunning)| Channel Energy 2/2, Acid Dart 6/6 | Buffs: Ironskin +4 AC| Wound Threshold: -

looks like you'll need it. 14 str with medium BAB is pretty hard.


AC17, T11, FF16, CMD15, HP21(21)/(21)[24], Cond: Healthy Mv. 20. F +5, R +2, W +5, Init +3, Perc +4, Sen Mot +6 Ch. Energy 2/[4] DC14 +1Dmg per level v. Undead. Resist cold/acid/electric 5 Female Tien Scion of Humanity Aasimar Cleric/3 (Cleric Fav. class) Divine Paragon

By 8th level it will base 16... and buffing by 3rd-5th Level is pretty good.

Grand Lodge

Melee: masterwork longspear +2 (1d8) 10 ft. reach; Ranged: dagger +1 (1d4) 20 ft. range, 5/6 round of Inspire Courage Half-Elf Evangelist Cleric of Shelyn 2, Perception +7, 12/12 HP; AC 13, touch 10, FF 13; Fort +3, Ref +0, Will +7, 7/7 Adoration, 3/3 1st level spells, 1/1 domain spell,

Divine favor is another boost you could use right now. It's a luck bonus, so it would stack with Dart's inspire, which is a competence bonus. It would also stack with bless which is a morale bonus. That's a combined +3 to hit and +2 to damage.


AC17, T11, FF16, CMD15, HP21(21)/(21)[24], Cond: Healthy Mv. 20. F +5, R +2, W +5, Init +3, Perc +4, Sen Mot +6 Ch. Energy 2/[4] DC14 +1Dmg per level v. Undead. Resist cold/acid/electric 5 Female Tien Scion of Humanity Aasimar Cleric/3 (Cleric Fav. class) Divine Paragon

Happy thanksgiving from down under


I'm getting married today (!!!) so I'll probably disappear until monday. We'll move things along once everyone is happy and playing in the festival.


AC17, T11, FF16, CMD15, HP21(21)/(21)[24], Cond: Healthy Mv. 20. F +5, R +2, W +5, Init +3, Perc +4, Sen Mot +6 Ch. Energy 2/[4] DC14 +1Dmg per level v. Undead. Resist cold/acid/electric 5 Female Tien Scion of Humanity Aasimar Cleric/3 (Cleric Fav. class) Divine Paragon

Grats again!!

Grand Lodge

Melee: masterwork longspear +2 (1d8) 10 ft. reach; Ranged: dagger +1 (1d4) 20 ft. range, 5/6 round of Inspire Courage Half-Elf Evangelist Cleric of Shelyn 2, Perception +7, 12/12 HP; AC 13, touch 10, FF 13; Fort +3, Ref +0, Will +7, 7/7 Adoration, 3/3 1st level spells, 1/1 domain spell,

Congratulations!!!


Human Varisian Pilgrim 2; 14/14 HP; AC 15/17, touch 11, FF 14; Fort +3, Ref +1, Will +7; melee Starknife +5, 1d4+1 Perception +4; Channel Positive 3/3; Bit of Luck 6/7, Agile Feet 7/7

Congratulations!


Female Gnome Cleric 3 - HP: 18/18 - AC: 19/ T: 12/ FF: 18- Fort: +3, Ref: +2, Will: +5- CMB: +2, CMD: 13- Speed: 15, Perception: +4- Init: +1

It is with great sadness that I must drop from this game as well as all my online games. Life has been way to much and I can no longer give this the attention it deserves

You all have been great and the game waa loads of fun. I am so sorry about yhis.


I understand Poppy. Hope everything works out well for you! And stay safe!


AC17, T11, FF16, CMD15, HP21(21)/(21)[24], Cond: Healthy Mv. 20. F +5, R +2, W +5, Init +3, Perc +4, Sen Mot +6 Ch. Energy 2/[4] DC14 +1Dmg per level v. Undead. Resist cold/acid/electric 5 Female Tien Scion of Humanity Aasimar Cleric/3 (Cleric Fav. class) Divine Paragon

We'll miss you. Looking forward to a return with good news in the future.

Grand Lodge

Melee: masterwork longspear +2 (1d8) 10 ft. reach; Ranged: dagger +1 (1d4) 20 ft. range, 5/6 round of Inspire Courage Half-Elf Evangelist Cleric of Shelyn 2, Perception +7, 12/12 HP; AC 13, touch 10, FF 13; Fort +3, Ref +0, Will +7, 7/7 Adoration, 3/3 1st level spells, 1/1 domain spell,

I definitely understand RL comes first, but I must say, I'll miss Dart and Poppy's interactions :=)


Ok, guys, I'm bringing in a new friend to replace the void left by Poppy leaving. Say hi to him!


Male Human (varisian)|HP: 21/21|AC: 14 (10 Tch, 14 Fl)|CMB: +3, CMD: 13|F: +6, R: +1, W: +6|Init: +0|Perc: +3, SM: +7, Diplo +8 Cleric (Divine Paragon)/3rd|Speed 40ft (40ft)|2d6 Channel Energy 4/4x a day

Woo-ho! Howdy folks. I'm Rooke Xandarian, one of Cayden's Own from The City That Never Shuts Up, Kaer Maga. I hear I missed that Swallowtail Festival. Dang it! I was waylaid by a massive city riot between the factions! Luckily I got out with my tabard intact. So, who's thirsty?!


AC17, T11, FF16, CMD15, HP21(21)/(21)[24], Cond: Healthy Mv. 20. F +5, R +2, W +5, Init +3, Perc +4, Sen Mot +6 Ch. Energy 2/[4] DC14 +1Dmg per level v. Undead. Resist cold/acid/electric 5 Female Tien Scion of Humanity Aasimar Cleric/3 (Cleric Fav. class) Divine Paragon

Happy to have you!

Grand Lodge

Melee: masterwork longspear +2 (1d8) 10 ft. reach; Ranged: dagger +1 (1d4) 20 ft. range, 5/6 round of Inspire Courage Half-Elf Evangelist Cleric of Shelyn 2, Perception +7, 12/12 HP; AC 13, touch 10, FF 13; Fort +3, Ref +0, Will +7, 7/7 Adoration, 3/3 1st level spells, 1/1 domain spell,

Welcome to the crew, Rooke!


Cleric of Torag 3 | AC 16 T 13 FF 16 | HP 19/25 | F +5 R +2 W +6 (+5 vs poison, spells, SP) | Init +1 | Perc +6 (+2 stonecunning)| Channel Energy 2/2, Acid Dart 6/6 | Buffs: Ironskin +4 AC| Wound Threshold: -

Wow, it took me until now, to notice that my archetype, Herald Caller, is from a not allowed source book: Pathfinder Player Companion: Monster Summoner’s Handbook


The books are resources for feats and spells. Archetypes are from everywhere Paizo.


AC17, T11, FF16, CMD15, HP21(21)/(21)[24], Cond: Healthy Mv. 20. F +5, R +2, W +5, Init +3, Perc +4, Sen Mot +6 Ch. Energy 2/[4] DC14 +1Dmg per level v. Undead. Resist cold/acid/electric 5 Female Tien Scion of Humanity Aasimar Cleric/3 (Cleric Fav. class) Divine Paragon

Whew


I'm here!!!! Something happened and I couldn't log in, I was getting desperate. If anyone is going through the same, you need to clear your browser cookies.

Grand Lodge

Yep

Grand Lodge

Melee: masterwork longspear +2 (1d8) 10 ft. reach; Ranged: dagger +1 (1d4) 20 ft. range, 5/6 round of Inspire Courage Half-Elf Evangelist Cleric of Shelyn 2, Perception +7, 12/12 HP; AC 13, touch 10, FF 13; Fort +3, Ref +0, Will +7, 7/7 Adoration, 3/3 1st level spells, 1/1 domain spell,

Tech stuff with getting back on the forum was a nightmare, but I'm back!

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