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

All clear! And "all that trash" adds to the game. Keep it in!


Shiv Battle Map | Campaign Page

Questions to the Trailblazing checks please here in the discussions.
IF you don't intend to roll please post a bit of interaction and state that you won't try so I don't have to wait for you.


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

Success on one? or both.... ?? Are we hopelessly lost already!?! Can my Know-Geography count as aiding the Father since he was checking the map? So he has his own and Shalissa has the one that we just got?

Can't believe it let me pull this OOC off of my post so I could post it here!


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Shiv Battle Map | Campaign Page
Davor wrote:
Are we hopelessly lost already!?!

Well I tzhink I better be looking for some adventures in Chelax.

Davor wrote:
Can my Know-Geography count as aiding the Father since he was checking the map?

What does the group think. On one side i want to make it easy for PbF to handle all the different posting times.

But on the other side rolling until you get a good roll and then decide afterwards that everybody left in the queue now aids, its a good deal easier than RAW.

But ultimate goal is enjoyment and not rules, so if you feel that way its more free flowing and fun I can also live with that. I can always just increase DC by 10 to make up for it.


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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
GM Kulko wrote:
When I ask for Trailblazing checks, everybody can just roll on his own and the goal is for the party to get 1 Success. Of course you can also decide to try to aid as usual. Ist okay to aid retroactively, as long as it is declared before the dice roll and in Aid of the Character with the best required skill.

I took this to mean that you were explicitly allowing aid checks in this fashion, so I see no issues. The only "technicality" might be that Davor didn't explicitly state that he was aiding with his roll, but that seems nit-picky to me.

______________________________

If we wanted to set a standard for this for the future, to prevent metagaming of everyone aiding the best result, is to say that always and forever everyone is aiding the PC with the best bonus for that check (bonus before the roll, not result after the roll). That's what would happen at the table in person. In advance of rolling, we'd say: "Gregor has the best survival bonus, so everyone aid Gregor."

Sometimes Gregor rolls "1" and one of his aiders rolls "20" and that unfortunately means only that Gregor gets a +2 bonus to his "1" but that's how it goes sometimes!

I'm in favor of just making this our rule moving forward. It's logical and most closely mirrors what happens in real life and what's supported by the rules.


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 agree with Kerndrew, that is the best way to handle it fairly.

As I suggest in Gameplay, let's do Shalissa for geography and Gregor for Survival.


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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

Sounds good. Make that our standard for any rolls where aid works.
For ties, make the first roll the check, and the follow-up the aid. ??


Shiv Battle Map | Campaign Page

Yes works for me.

Shalissa made the Knowledge roll anyway so no trouble here.


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Shiv Battle Map | Campaign Page
Davor Krill wrote:
Success on one? or both.... ??

If there are multiple Trailblazing checks you wan't to succeed at as much of them as you can. If you miss some of them, you will earn less Exploration points as you are making live harder for the people following you. Unless you fail spectacularly This checks shouldn't concern your own wellbeing its more to check how well you are preparing things for the caravan.


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

Thanks! That's good to know. I always wondered how Louis and Clark, and others, got so lucky as to make all of their rolls! ;-P

But then there was The Donner Party!


Shiv Battle Map | Campaign Page

@Davor Trailblazing Rolls will always be specifcally asked for.

@All The Mines probably contain a way through, but it will only be helpful, if it also useful for the caravan. You would have to spent some time to find that out, but if successful you would save a lot of time later. if not you will just return here and have to go the regular route.


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 | -

Thanks for the reminder on the dream. Despite it has not been that long, I am not sure we would have remembered about it!


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'm leaving shortly for a weekend trip; I won't be able to post again until Monday morning.


Shiv Battle Map | Campaign Page

Hmm it has been over a month since gregor posted anywhere and what he described sounded pretty badly, especially in these intersting times.

He also has not been able to answer for my mail, so I was thinking about getting another player on board. Of course Gregors Place would still be open, we would just continue with 5 players when he returns.

What do you guys think?


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

Sounds good. Hard to work someone in here though.... Unless Athyra could be made into a character?


Shiv Battle Map | Campaign Page

Well the way things happen here in the Forum, people probably expect to bring there own characters anyway, but I have a few ideas and will probably take a while anyway to decide for somebody.

Is there anything from the group which I should add to the requirements, like which roles are prefered?


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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 | -

It depends on the character a new player want to bring to the table, but perhaps Athyra is not that alone after all. It can also be someone from the expedition in the back that comes to bring a message and stay with us.

Currently we do not have an arcane caster or a ranged combatant, but we are balanced good enough in my opinion, thus, I would say anything the new player wants to play will do. I know I would do a Magus or Bard that has studied in the Magaambya.

Without Gregor, that also opens a space to play something more related to the jungles, like another Ranger or a Hunter.

Perhaps most important is to have a good reason to be motivated to follow the story of the adventure. Someone interested in Azlant or serpentfolk lore. Perhaps a local Mwangi sent by omens that a mysterious darkness looms in the core of the jungle. This works very well for anyone studying in the Magaambyan academy for example. A cool opportunity to play a Magaambyan Arcanist perhaps!

Another interesting background could be someone that was actually born in or around the ruins we are looking for, and still has some memories and wants to go back to those ruins to explore his identity. It also opens for more exotic builds/races.


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 agree that anyone new would probably want to bring their own ideas. But losing Gregor we are losing 2 melee combatants. Can't replace that with a wizard or bowman. We're also losing tracking and scouting and the other skills that he had. Ranger of Hunter sounds good, Magus is OK but less so.

Never saw that PrC before. Looks really interesting, but you don't get in to it until 6th level. Spell Mastery says 1st level Wizard as a prerequisite. Did that ever get changed to allow any other class?


Shiv Battle Map | Campaign Page

I think there are various advantages to the different views. If Gregor comes back after his illness, another Melee fighter might definitely be overcrowding things. On the other hand if he doesn't return, things are becoming much more open.

But I think an obvious hole can always be fixed by adding an NPC. For Aerys or Arytha could easily join the party as a secondary frontline fighter holding the line next to Kerndrew and Davor if this would be necessary.

Also Shalissa has suggested first doing a private hiring round to reduce the risk of recruiting somebody who will later drop out again.

So if you know people from former or current campaigns, which you think will be a good fit as a player for this group fell free to suggest a name for me. I will then trying to get my own impression of these people before deciding whom to contact.


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

Crystal Ooze!?! Might need to replace more than just Gregor! ;-P
That thing hit hard....


Shiv Battle Map | Campaign Page
Davor Krill wrote:

Crystal Ooze!?! Might need to replace more than just Gregor! ;-P

That thing hit hard....

Well I am sure after a solid round of hits things will look much better :-)


Shiv Battle Map | Campaign Page

BTW I forgot You have your 4 Level 1 Mates with you also. Should I pout them on the map for the battles and have them join the fight? Thats basically why they are here, but as L1 Chars they have of course a high chance of dying. Alternatively we could use them to guard the rear and the camp without you having to think about these things all the time and ignore them for anything but the most massive fights.


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 | -

Oh, it should be cool to have them join a combat some day, just for fun! At least while we are low level. But otherwise I think it is better to keep them on the edge of combat, so if they do something, we do not have to take play them too much.


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

Level 1 mates should use missile weapons, keep back, seek cover and be ready to run!


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 my attack with the wand hit? If it did, and worked, that should fully heal me.


Shiv Battle Map | Campaign Page

Yes it did, sorry forgot about that aspect.


Shiv Battle Map | Campaign Page

@Davor On skills check a 1 or 20 means nothing special by the rules. So taking 20 incurs all the normal effects of failure, but there is no risk of a critical fail.


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
GM Kulko wrote:
@Davor On skills check a 1 or 20 means nothing special by the rules. So taking 20 incurs all the normal effects of failure, but there is no risk of a critical fail.

Technically, if there is a penalty for failure, you're not allowed to Take 20.

Taking 10 and Taking 20 wrote:

Taking 20: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you roll a d20 enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.

Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).

Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).

With Disable Device as the example, you typically can Take 20 to open a lock, but you typically can't Take 20 to disable a trap (since the assumed failure would spring the trap, the opposite of what you want to accomplish).


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

Thanks. I had temporarily forgotten about that.


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 hope everyone is doing well. There was an issue with the authenticantion and cache server and I guess no one of us could log in a post here.

It is nice the spiritual weapon was at least worth to drop this last one! :)

Now for the last one and we are done, are we? The mines remain just a nice path for the reminder, isn't it? isn't it? :D


Shiv Battle Map | Campaign Page

It started working for me again today in the morning at least, so I assume we are just waiting for Kerndrew to find the time to post his turn.

As from now on, we obviously just got started. You haven't met the Balrog yet.


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 | -

Balrogs are ok, as soon as we are not a Fool of a Took :P


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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

Balrog? No problem. We all run while Father Kerndrew stands up to face it! Gotta love Paladins!


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

Sure, if you replace my d20, that might even work!


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Shiv Battle Map | Campaign Page

@ Father Kerndrew: Have you thrown your sword away in disgust? You are still up I believe.


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

Sorry, threw out my back and couldn't sit at the computer for a minute there. Catching up now.


Shiv Battle Map | Campaign Page

There is still a large evil glowing, sphere on this island.


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Shiv Battle Map | Campaign Page

As some of you might have guessed Neethan, the person you have found is slated to be your new group member. Davor and I know him from some other campaign we play all three together as players and I believe him to be a good fit for this group.

Gregor hasn't posted anywhere where I could find it for 2 months now and I assume he is taken a longer hiatus from this site.

@Neethan:
It would be nice if you could also write a few things about yourself and your roleplaying background. (Of Course only as much as you want to share at such a public place)

@Gregor:
If you are well again and willing to continue playing your place is still open.


Shiv Battle Map | Campaign Page

Hello guys.

Due to a sudden private crisis I will not be able to GM this thread regurlarly during this week.

Will tell you when I know a new status.

Kulko


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

Thanks for the heads up. Take whatever time you need!


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Shiv Battle Map | Campaign Page

Things are beginning to look better, will be able to post on Thursday latest, maybe tomorrow.


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 | -

Good that things are getting calmer. No rush, life comes first!


Shiv Battle Map | Campaign Page
Neethan wrote:


Using the picture in Info Folder for description of Athyra and her ‘pet’.

Yes please everything in the Folder is public knowledge. The Word document was meant to be used by the players, but I think it never really took off, and I just put pictire I belive might be interesting into the power Point. and delete them again once I got the feeling things get to crowded.


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Shiv Battle Map | Campaign Page

Also You have completed another story milestone and are now Level 5.


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

Yay! Debilitating Injury and Uncanny Dodge! And a Rogue Talent....


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

Oooh, fun!

Big level for a paladin, but my decision is already made for me by my archetype. I'll update stats and profile tonight!


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 5
Paladin
Favored Class Bonus: +1 skill point
hp 7 (d10, +1 Con)
+0 Fortitude save, +0 Reflex Save, +0 Will save
+1 BAB
Paladin: Divine Bond (weapon)
Feat: Weapon Versatility
Skill points (4): Diplomacy, Knowledge (local), Perception, Sense Motive
Background Skill points (2): Handle Animal, Knowledge (engineering)

Statblock:

Father Kerndrew
Male human (Varisian) paladin (tempered champion) 5
LG Medium humanoid (human)
Init +5; Senses Perception +9
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 21, touch 11, flat-footed 21 (+7 armor, +1 deflection, +3 shield)
hp 39 (5d10+5)
Fort +9 (+2 circumstance bonus vs. hot weather), Ref +5, Will +8 (+1 bonus on saving throws to resist compulsion effects)
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +10 (1d8+6/19-20) or
. . short sword +8 (1d6+3/19-20)
Special Attacks channel positive energy 2/day (DC 15, 3d6), smite evil 2/day (+3 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +8)
. . At will—detect evil
--------------------
Statistics
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Str 16, Dex 11, Con 12, Int 10, Wis 10, Cha 16
Base Atk +5; CMB +8; CMD 19
Feats Improved Initiative, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Weapon Versatility
Traits boarded in cheliax, seeker
Skills Acrobatics -5 (-9 to jump), Diplomacy +11, Handle Animal +11, Heal +4, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +2 (+4 on checks regarding the Mwangi Expanse), Knowledge (local) +1, Knowledge (nature) +1, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +9, Profession (gambler) +4, Sense Motive +8
Languages Common, Varisian
SQ divine bond, divine bond (weapon +1, 1/day), divine weapon specialization, lay on hands 5/day (2d6), mercy (sickened)
Combat Gear alchemist's fire (4), holy water (2); Other Gear mwk field plate[ISWG], +1 heavy steel shield, +1 longsword, short sword, cloak of resistance +1, ring of protection +1, bedroll, belt pouch, flint and steel, holy text (Iomedae), hot weather outfit, map of mwangi expanse, masterwork backpack, mess kit, pot, silk rope (50 ft.), soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Iomedae, 135 gp, 7 sp, 9 cp
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Su) Expend a lay on hands usage to activate your divine bond
Divine Bond (Weapon +1, 5 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Divine Weapon Specialization (Ex) Gain increased weapon damage with deity's favored weapon, as Sacred Weapon.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 3d6 (2/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (2/day) (Su) +3 to hit, +5 to damage, +3 deflection bonus to AC when used.
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free action)


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Male Human | Init: +6 | AC: 14 / FF AC: 12 / Touch AC: 12 | Fort: +4 / Ref: +4 / Will: +5 | Speed: 30' | Perception +5 | True Neutral | Wizard/5

Sorry, missed this page. For some reason it didn’t indicate any new posts.

I’m 57 years old and live in Gothenburg, Sweden.

I’ve used to play a lot with at the “World of Greyhawk”-site some ten years ago, playing mainly DnD 3.5. I had many PCs there, but also ran some campaigns as GM Sun.
I’ve been playing less lately but returning a little now.

This is only my third Pathfinder game and my previous PCs have been converted from DnD 3.5.
Neethan is my first Pathfinder PC from scratch. My second choice was a Fighter(archer), but GM Kulko and I settled on a wizard.

I’m not that familiar with Pathfinder’s Golarian yet though (compared to the Greyhawk settings of Oerth), but I’ll read up.

I usually play supporting characters rather than the leader of the team. I’ve played a handful of different core classes and some specialized ones.
I’ve very little experiences with classes like druid, bard and monk though, and I don’t know what to do with a companion or a familiar (because I think they will get killed all the time :D ).

My PCs tend to have a pretty basic build. As a GM I’ve instead liked equipment with a twist or plot, and as a player I’ve worked with other GMs with ideas.

PbP usually takes a lot of time to level up if the posting is slow. I’ve not played any PC higher than level 7 yet.


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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

Hi Sun! Lemming here, and I remember your games. Good times.
It took a little bit to adapt from 3.x to Pathfinder, but really not as much as when I first started on World of Greyhawk and learning 3.x from 1. What? AC 2 isn't good?
I'm sure whatever time is needed for leveling up will be OK. And, any questions you have will be answered with good, kind advice. Kulko and Shalissa have been very helpful with me, even when I wanted to be crazy and add a very non-optimized Witch level to my Rogue.


Male Human | Init: +6 | AC: 14 / FF AC: 12 / Touch AC: 12 | Fort: +4 / Ref: +4 / Will: +5 | Speed: 30' | Perception +5 | True Neutral | Wizard/5

Thanks Lemming! :)

Seems you can't add additional posts to the Profile page, just change the first one(?)
Is there a shared space were we keep track of daily specifics (e.g. which spells have been prepared and used), or is it up to each player to keep track privately? Can we use the Info Folder?

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