GM Kulkos Racing to Ruin (Serpents Skull 2) (Inactive)

Game Master Kulko

Campaign Page
Map
Treasure Sheet

Orders:

Watch
Shalissa, Davor, Gregor, Kerndrew
Single File Marching
Gregor, Kerndrew, Shalissa, Davor
Double File Marching
Gregor & Kerndrew, Shalissa, Davor
Map


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Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

Sorry for being away. Was babysitting my grandson over the weekend and limited any computer access.


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

Well.... Great rolls to hit with bad damage rolls are better than failing to hit with great damage rolls!


Male LG Human Paladin of Iomedae 5 | HP: 38/39 | AC: 22 (11 Tch, 22 Fl) | CMD: 19 (19 Fl) | F: +9, R: +5, W: +8 | Init: +6 | Perc: +9, SM +8 | Speed 20 ft | Active conditions: none

I have no problem having Kerndrew's 40' start be that far behind Shalissa. That would effectively add a +6 to his Stealth roll, which is still a natural 1 then with a final result of +4 instead of -2.

Still a terrible failure, haha.

Unfortunately, he's built for Str over Dex; he can't just switch to a lower bonus armor. Overcoming this ACP penalty is going to be an interesting long-term challenge for this game.


Shiv Battle Map | Campaign Page
Davor Krill wrote:
Sorry for being away. Was babysitting my grandson over the weekend and limited any computer access.

No problem, its normal for this game not to progress too much on the weekend. I just like to get a post out on sunday evening, so I botted your stealth before I realized that Kerndrews decision was a bit to nuanced for me to bot.


Male LG Human Paladin of Iomedae 5 | HP: 38/39 | AC: 22 (11 Tch, 22 Fl) | CMD: 19 (19 Fl) | F: +9, R: +5, W: +8 | Init: +6 | Perc: +9, SM +8 | Speed 20 ft | Active conditions: none

So, Kerndrew is a flavorful build that I submitted to a) play a paladin in a slightly different way and b) because Iomedae's church specifically sends missionaries to Sargava, so it makes sense in-world.

I'm obviously finding that there are aspects of his build that are not working great! (I.e. heavy armor in the jungle, with its associated movement and ACP penalties).

How much of a pain point is this for others? Kerndrew has no Dex bonus to AC, so heavy armor is his only option to be effective; I'm not sure that I see a way around that, but wanted to explore this topic if others are feeling this pain too.


NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

dont worry about it. Your heavy armor will come in handy as the enemy starts coming in numbers. Which im anticipating will be soon ;)


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

Yeah, it is boring for a character to be good at everything. And as Gregor I think once you get out of the forest, Kerndrew's armor will come handy.

If we find a breastplate though, I think the +3 ACP improvement might compensate the 1 AC lose while we are dealing with stealth missions in the jungle.

Putting the shield aside until needed might improve your ACP by another 2, but unless "carrying" it in the hand does not impose the penalty, you will need two move actions to remove it from storage and brace it, and thus it would not compensate the 40 feet of movement you loose with those two move actions.

But it has not bothered me so far. If only I am worried you might be bored by so many turns of not truly influencing the battle.

If Kerndrew can use a bow, you might consider using that instead in this kind of initial stealth assaults. You remove the shield penalty and can attack immediately, even if your to hit with Dexterity is much lower than with Strength. Well, that might be anathema for a Iomedae knight though :D


Male LG Human Paladin of Iomedae 5 | HP: 38/39 | AC: 22 (11 Tch, 22 Fl) | CMD: 19 (19 Fl) | F: +9, R: +5, W: +8 | Init: +6 | Perc: +9, SM +8 | Speed 20 ft | Active conditions: none

As long as it's not a pain point for the other players, I'm perfectly happy keeping with it. I just didn't want my PC to be a burden on the group. If nobody's feeling that's the case, then we're all good.


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

Nope! It's real!!! Unlike in say, the Baldur's Gate computer game where stealth for one character is completely useless 'cause the whole party follows you when you try to scout ahead!


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

Davor, note that you have your full round of actions after that Attack of Opportunity.

Thus, you can attempt to close up to her and give another attack, or to cast some spell at her.

And you should still have your guidance +1 available


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

I totally loved that you rewarded Gregor's idea of the idols with that Will save to shaken them on sight :)


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

I do share your tension about being at the edge of a hit to fall down. That said Shalissa is just not able to use a channel in this situation, too many enemies would be recovered, as she has no access to Selective Channel (and she will not have access to it, the 14 Cha requirements is just too much for a 15 point build without losing her ability to contribute to damage and knowledge checks).

I still have one spell remaining. It is a protection from evil. I can cast it as a CLW, but it might not be enough to keep Gregor alive if he is hit again. I instead lean towards casting the protection from evil on him, the +2 deflection will increase his survival chances, dropping the cannibals likelihood to hit him to 45% from 55%. It is kind of a gamble, hard to say what is better, but if the combat last for a few more rounds I am sure the damage prevented will be way larger than the cure.

Still, I will go with whatever of the two he prefers.

Another option is for him to step back and drink that cure moderate wounds potion, or take the bow. Shalissa is at full health and her AC is comparable to Gregor, she can accompany Davor as a flanker and hold the line until Gregor is ready to come back.


NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

Im leaning to drinking the cure moderate, which is why he stepped back, so if he drops the canniabl he can drink it without getting an aoo.


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

Drinking the potion is likely the better option. Davor is hoping for a gap in the line that he can step through. My fighting ability sucks when I can't get flanking and the extra d6 damage....


Male LG Human Paladin of Iomedae 5 | HP: 38/39 | AC: 22 (11 Tch, 22 Fl) | CMD: 19 (19 Fl) | F: +9, R: +5, W: +8 | Init: +6 | Perc: +9, SM +8 | Speed 20 ft | Active conditions: none

<<waves hand>> Lots of flanking opportunities over here!


Shiv Battle Map | Campaign Page

Gregor you have been fightung animals so long you forgot
your favourite enemy is not vermin. I will write light blue dead fromm all that extra bleeding.

Also lots of healing in the back row, just call out for it if you need it.


NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

ack youre right. I havent used the FE this whole fight ;)

excellent :D (rubs hands together)


Shiv Battle Map | Campaign Page

Everybody dropped or fled for now but I left you in batttle as you don't know when Klozack will return.


Shiv Battle Map | Campaign Page

What a bunch of rolls on the Ini.

The skeletions rolled a natural 20 and are acting sixth.


Shiv Battle Map | Campaign Page

Lokks like there has been talk of different fences areas. I assumed you were talking about the one where Gregor was exploring.so thats where the group is now.


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

That looks right. Crap! I hate skellies. My club doesn't count as a finesse weapon!


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

Gregor, you are active too! ;)

You said a phrase to Kerndrew but forgot to take your round actions.

And for our health, just be more lucky with your rolls than we your other 3 companions, please.


Shiv Battle Map | Campaign Page

Sorry if I wasn't clear enough, all skellies are dead.
Better resolution will come in an hour if it is needed, but feel free to post other things immediately


Shiv Battle Map | Campaign Page

a few short hints:

This is still a boss fight
From your count there are also still about 7 cannibals left
Davor is a rogue and should not forget to maximise the use of his sneak attacks.


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

That was the last spell guys. We better start getting the best of us before that Klozak runs over us.


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

People, Shalissa is technically depleted and needs a rest to recharge the batteries.

She has spent all her spells for the day and she only has 1 electrical ray and 1 channel remaining.

So, until we rest, she is basically down to casting guidance and giving some flanking bonuses.


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

I still have my 1 CLW available if anyone needs a little more healing?

And I agree.... Our "witch doctor" needs some rest to restore her powers before we continue into great danger!


NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

once we secure Sasha, then we can rest. We cant be leavin one of our members to be dinner.


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

Yeah, let's go find Sasha first! :)

If they have not eaten her heart already, that's it!


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Shiv Battle Map | Campaign Page

When you look back at the fight, you realize there is still a lot you have to learn, but there are also mistakes you will not make again.

Everybody has reached Level 3.


Male LG Human Paladin of Iomedae 5 | HP: 38/39 | AC: 22 (11 Tch, 22 Fl) | CMD: 19 (19 Fl) | F: +9, R: +5, W: +8 | Init: +6 | Perc: +9, SM +8 | Speed 20 ft | Active conditions: none

Father Kerndrew gets a paladin mercy at this level. (A mercy is a condition that he heals along with lay on hands.) The choices I'm interested in are: fatigued, shaken, or sickened. If we had a barbarian, fatigued would be the obvious choice. Anybody have an opinion?


NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

I could be wrong, but I think more critters cause shaken than fatigued or sickened.

We need to search the chiefs body and check out the rooms and then remove bodies...and set place up for a camp.

Then rest.

Then maybe relocate base camp here, before we start searching the 'caverns'


NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

Hey GM, so next level Gregor gets hunters bond. Id like to go Animal Companion, and looking through the list of something that would be available in the terrain hes in...Leopard.

So you can prep for it and introduce it.


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

My two cents:
- shaken is usually limited in time, so we can easily wait for it to expire, and if happening on the mist of combat Kerndrew is unlikely to spend a standard action to remove it from a companion. It is more useful to remove it from himself as a swift, but once at level 3 he is immune to fear, so no shaken, and aura of courage will offer the party nice bonuses against fear anyway. It can also be removed with remove fear and many other higher level spells.
- sickened can be more pervasive and last longer, it is specially good to clean yourself with a swift. A level 1 scroll with remove sickness can treat that and the nauseated condition for 25 gp
- fatigued tends to be a long lasting condition and there are no easy ways to remove it other than go resting for an hour or so.

The fatigued removal is probably more unique, but sickened might have more value for you, I think.


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

The corral might have a captured Leopard or maybe our driad's friend can bring him to us as a prize for freeing the island from the cannibals :D


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

Level 3

HP +6
Abilities Verbal Instruction (can aid another at 30' distance and to multiple targets)
Feat Spell Focus (evocation)
Skills
Diplomacy
Perception
Spellcraft
K. dungeoneering
K. religion
Use Magic Device
Background skills
K. history
K. engineering


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

Did anyone ask about the Captain and his lady?


Shiv Battle Map | Campaign Page

@ Davor
Nobody yet, but unless somebody feels things are really urgent lets not mix topics too much.

@Kerndrew
No its all still day of the big fight. but I understood everything aboveground is considered secured (apart from that Shiv dragon before the village) and several people wanted to explore the lighthouse.
It also does not look very threatening.


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

Yeah, that is a good point too Davor. Once we have searched the village, secured it and rested, it will be time to start asking questions.

A lot of work here.


Shiv Battle Map | Campaign Page

yes on account of the gold spending. The first adventure plays comletely on this island, so there is no shop here. There are a few magic weapons and other things here, which are partially a bit more powerful than usual,but getting customized equipment will have to wait a few more days.

But as far as I saw it, thats only a problem during that first part of the Adventure Path and its not that different from what I experienced in Legacy of Fire., where there was virtually no way to spend the giold until level 4.5


Shiv Battle Map | Campaign Page

I will wrap up a few more lose ends but I have understood that you will explore the caverns tomorrow. Are ypu planning on taking some of the NPCS with you?


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NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

hmmmm.

heres it as I see it.

Theres an issue of a missing female spell caster (who may well be able to disguise herself)

also I think it prudent to bring the base camp here.

What if we send all the NPC's and Pezock to bring the base camp tomorrow. They will be gone a few days. In the meantime we give instructions to the8 male and female cannibals what we want them to do about cleaning up the camp.. We leave them a few days rations.

the group goes down into the cave. That way we dont take any risk of the missing sorcerer infiltrating our group or turning them against us. and by the time they return with the basecamp, we will have cleared the cave and maybe flushed out the sorceress. Anyone think this isnt the best course?

the alternative we detect alignment on all the 8 and do some investigation as to detect lie or such and spend a day securing the camp from any hidden enemies before we go down and then leave the group with instructions.


Shiv Battle Map | Campaign Page

One more thing, if you have questions about plot things I mentioned and want to discuss them with me just asked Jask or Gelik what you are not sure about.


Shiv Battle Map | Campaign Page

BTW don't forget to upgrade over the weekend.

@ Gregor Nice summary.

If the group wants to setup an interrogation of everybody I would just handle that as a series of Bluff/Sense Motive rolls to keep it fast.

The following things are know about the NPCs if you want to ask somebody about help in this:

Sasha - Ranger, Red Mantis trained
Gelik - Bard , Knows loads about History and artefacts
Aerys - Fighter(Unarmed) and poet
Ishirou - Rogue, combat focus
Jask - Cleric of Nethys, focus on Knowledge and Magic
Pezock - Rogue, also combat focus

As for somebody joining you down there, if there is a skillset you are missing, feel free to take somebody with you, but I think if you take everybody it will be boring.


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

I think, if he is willing, Gelik would be good/enough help. His skills are not particularly helpful to keep the camp safe, and he is not going to overshadow any of the PC if he comes with us, but he can be a good backup if something goes bad, and/to help understand what is going on there below.


Male LG Human Paladin of Iomedae 5 | HP: 38/39 | AC: 22 (11 Tch, 22 Fl) | CMD: 19 (19 Fl) | F: +9, R: +5, W: +8 | Init: +6 | Perc: +9, SM +8 | Speed 20 ft | Active conditions: none

Level 3
Paladin
Favored Class Bonus: +1 skill point
hp 7 (d10, +1 Con)
+0 Fortitude save, +1 Reflex Save, +0 Will save
+1 BAB
Paladin: Aura of courage
Paladin: Divine health
Mercy: sickened
Feat: power attack
Skill points (4): Diplomacy (x2), Perception, Sense Motive
Background Skill points (2): Handle Animal (x2)


Shiv Battle Map | Campaign Page

The spider amulet is an in character exolanation for a rules error I made in playing Malikanda. I made it up myself and I hope I did not make it overpowered.


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Shiv Battle Map | Campaign Page

Two reminders:

A) Knowledge is considered public when posted (the spoiler was only there because I have them in the template) No need to wait fiurther until the Character finds another posting window to tell everybody else.

B) Please post your rolls as separate modifiers, I have just spend 10 minutes trying to ascertain if Davor had added the bless bonus to his roll or not.

For this I have with all my characters post ready templates in the profile I just need to copy and add any new modifiers to it.

Short Bow: 1d20 + 8 + 1 + 3 + 2 ⇒ (13) + 8 + 1 + 3 + 2 = 27 (+1 Point Blank, +3 Luck, +2 Heroism)
Dam: 1d6 + 1 + 3 ⇒ (3) + 1 + 3 = 7

you have to do a bit magic in how you enter them in a template, just tell me if you want to know and I will add the formula in the slide. Of course you can also just save them in a document.


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

Understood and sorry for not doing that. I did forget the Bless.
BAB+1, Dex+3, Magic Dagger+1

Even with the bonus from my Familiar my Fort save isn't good enough!


Shiv Battle Map | Campaign Page

Wow you have been really unlucky. The version in this Adventure is a tiny bit stronger that the one on d20pfsrd, meaning, it survived your attack by 1 point when you would have killed the weaker version and you failed the ST by ome which you also would have made against te weaker version.

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