GM Ventiine's Ruins of Azlant (Books 1-3)

Game Master Ventiine

Books 1 & 2 | Book 3 | NPCs | Combat Maps | Loot Sheet | Island Map

Location: Pillars of Long Shadow (A5)
Current day: Fireday (Fireday), 7 Erastus (July) 4717
4717 Calendar


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Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Mine live with my wife and me. Breathing is something I do in my off hours.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Asher 'Cinnis' Regillenus wrote:
Mine live with my wife and me. Breathing is something I do in my off hours.

Yikes.


I'll get a post up tomorrow


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25
Mauro Ocela wrote:

OK, No one has spoken for the 2nd ring of protection +2 (some one really should take it) nor the Ranseur +1.

If no one wants either of them, Mauro will take both. This will put his portion of cash split negative (~-800 gp), and he will put cash into the pot to make it up (he has 1565gp available).

Ok, so no one has actually objected to this, so I am making it so...

Also @ Ventiine, how close are we to levelling - IIRC the last time we levelled was before the Sahaugin (and since we've had them, Mutant Chupacabras, the Chuul & friends, the Draugr).

@ Asher - we need to update the loot sheet with posts 1620 & 1607 (Clockwork servants). I'm also not sure you got all the loot in post 1512 , as I can repair the 12 corroded longswords with Mending.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

Actually I listed Talath under the 2nd Ring of Protection +2 since no one else had put their name by it.


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

Crispin will also put his hand up for the Ring +2.

Sorry I'm quiet. My PC has died and I'm waiting on repairs.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Crispin Xantrian wrote:

Crispin will also put his hand up for the Ring +2.

Sorry I'm quiet. My PC has died and I'm waiting on repairs.

I might be in the same place soon. The old gal is struggling but I wanted to wait a while before getting a Windows 11 computer.


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

@Mauro - Loot sheet update, although the DM will have to let us know if we get any cash value for the clockwork servants for the split

@All - Please put your name in the column next to items you want to claim, so it adjusts your gold value after the sale


I hope everyone had a great Halloween! Mine was fun although we had about half the trick-or-treaters as last year.

The book lists the clockwork diggers as being worth 7,500 gold. However, one is damaged and will cost 3,750 gold (half the value) to repair. They have the special ability "Drill" and their Special Qualities (which Becky could probably figure out) are "difficult to create, drill, repair clockwork, swift reactions, winding"

Unlike the clockwork in the Spindle Solutions facility (where you found Rayland and Eliza) these clockworks have their keys inserted and are happy to obey your commands. (Although, again, one is broken when you find it.)

@Mauro Thank you for the heads up, I've looked at the areas and the party would feel stronger. You all are level 5!


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
GM Ventiine wrote:

I hope everyone had a great Halloween! Mine was fun although we had about half the trick-or-treaters as last year.

The book lists the clockwork diggers as being worth 7,500 gold. However, one is damaged and will cost 3,750 gold (half the value) to repair. They have the special ability "Drill" and their Special Qualities (which Becky could probably figure out) are "difficult to create, drill, repair clockwork, swift reactions, winding"

Unlike the clockwork in the Spindle Solutions facility (where you found Rayland and Eliza) these clockworks have their keys inserted and are happy to obey your commands. (Although, again, one is broken when you find it.)

@Mauro Thank you for the heads up, I've looked at the areas and the party would feel stronger. You all are level 5!

Thanks also to Mauro. Can we have a day or two to level up before the next encounter? It's a significant level since the PCs receive a feat and some casters gain a new level of spells.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

Crispin: I sent you a PM.


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10
Talath Na'El wrote:
Crispin: I sent you a PM.

I can't see it?


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

swamped at work for a day or two. SO it will take me atleast 2 days to get antaral updated.


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

Can't remember if we roll or take 1/2 + 1 so heres a roll just incase
hp: 1d8 ⇒ 5 lol they are both the exact same.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Crispin Xantrian wrote:
Talath Na'El wrote:
Crispin: I sent you a PM.
I can't see it?

Sorry I was called away before I wrote it, it's been sent now. :)


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

@Ventiine, earlier you mentioned that the purchase value of items available in Talmandor's bounty is now 500 gp

https://paizo.com/campaigns/v5748p75ivlrs/discussion&page=12#551

Does this mean I can splash out for a Darkwood Heavy Shield (257gp)?


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Mauro Ocela wrote:

@Ventiine, earlier you mentioned that the purchase value of items available in Talmandor's bounty is now 500 gp

https://paizo.com/campaigns/v5748p75ivlrs/discussion&page=12#551

Does this mean I can splash out for a Darkwood Heavy Shield (257gp)?

I'd love to get one of those for Talath.


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

I've done the rough level up. I will finish tomorrow when my computer is returned to me.


Talath Na'El wrote:
Can we have a day or two to level up before the next encounter? It's a significant level since the PCs receive a feat and some casters gain a new level of spells.

Absolutely! No rush here! Just post in gameplay when you're ready.

Mauro Ocela wrote:

@Ventiine, earlier you mentioned that the purchase value of items available in Talmandor's bounty is now 500 gp

https://paizo.com/campaigns/v5748p75ivlrs/discussion&page=12#551

Does this mean I can splash out for a Darkwood Heavy Shield (257gp)?

Yes, the party can find/purchase items at or under that bracket. I'm not going to roll a percent die because it would bog down the game too much.

Antaral Ne'lethborn wrote:

Can't remember if we roll or take 1/2 + 1 so heres a roll just incase

hp: 1d8 ⇒ 5 lol they are both the exact same.

Hit Points are determined PFS style - max at first level, average +1 for all subsequent levels. Con bonus if you have it


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

Mostly done I think all I have left is his 5th level feat. I hope it's okay but I put a point in Linguistics for Talath to learn Azlanti; we have, I think, 4 PCs in the group who speak it so there's no shortage of teachers.


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

Mauro's 5th level Mechanics

Highlights: Shield Brace Feat, Quickness Implement Power

Mechanics:

Mauro Ocella
N Male ½ Elf
Occultist 5 (Haunt Collector)
Init +2
Speed 30 ft/20ft w armor
Low Light Vision, Darkvision ( 60 ft )
Defense
AC : 22 = 10+6 (armor) +1 Armor Enhancement +3 (shield)+2 (dex)
HP 38=8 + 20 (4d8)+ 5*2 (con)
Fort +9 = +4 Occultist +2 Con+1 Trait+2 Resistance
Ref +5 = +1 Occultist +2 Dex+2 Resistance
Will +7 = +4 Occultist + 1 Wis+2 Resistance
CMD 19 = 10+3 Bab+4 Str +2 Dex

Offense
Melee: Longsword +8 1d8+7, Cestus +7 1d4+6, Ranseur +8 2d4+9
Ranged: Chakram +5 1d8+6, Sling +5, 1d4+6
BAB : +3
CMB : +7 = +3 Bab +4 Str

Spells Known
L0 (DC 12, *) : Touch of Fatigue, Mending, Resistance
L1 (DC 13, 5): Cause Fear, Enlarge Person, Shield
L2 (DC14, 3): False Life, Resist Energy, Make Whole

Stats
Str 19 = 14 ( 5 pts) + 2 enhancement +2 racial +1 lvl 4
Dex 14 = 14 (5 pts)
Con 14 = 14 (5 pts)
Int 14 = 14 (5 pts)
Wis 12 = 12 ( 2 points)
Cha 8 = 8 (-2 pts)
Feats : Skill Focus: Perception (adaptability),Extra Mental Focus (1st), Shield Focus (3ed), Shield Brace (5th)
Traits : Occult Bargain (drawback, -1 to concentration checks) (drawback), Armor Expert (Combat), Healthy (Campaign), Highlander (Regional)
Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (+14 = 5 rank +3 trained +1 wis +2 racial +3 Skill Focus)
Spellcraft (+10 = 5 ranks +3 trained +2 int)
Disable Device (+10 = 5 ranks +3 trained +2 dex)
Use Magic Device(+9 = 5 ranks +3 trained -1 cha +2.5 Magic Item Skill)
Stealth (+11 = 5 ranks +3 trained +2 Dex+1 trait)
K Arcana (+10 = 5 ranks +3 trained +2 int)
Background Skills (2+2/lvl) (Ranks, skill roll)
K History (+10 = 5 ranks +3 trained +2 int)
Appraise (+6 = 1 ranks +3 trained +2 int)
Linguistics (+7 = 2 ranks +3 trained +2 int)
C Clockworks (+7 = 2 ranks +3 trained +2 int)
Occult Skill Unlocks (Appraise, Perception)
Languages : Common, Elven, Undercommon, Aklo, Azlanti (linguistics). Aquan (linguistics)
FCB: Occultist, +0.5 points of mental focus /lvl *5 =2.5 pts


Class Abilities:

Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.

Implements (Su): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.

Mental Focus (Su): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.
Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.
The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.
The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.
Magic Item Skill (Ex): At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level.

Object Reading (Su): At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see page 196), but doesn’t require a skill check and can be used at will.

Possessed Possessions (Su): At 2nd level, and every 4 occultist levels thereafter, when the haunt collector chooses an implement school he doesn’t already know, instead of using implements as normal for that school, he can gain access to a haunted implement—a powerful, spirit-possessed item collected during his travels. When he selects a haunted implement, he forsakes the resonant power from the item’s implement group and instead selects a spirit from the medium’s list of spirits (Pathfinder RPG Occult Adventures 33), gaining that spirit’s seance boon in place of the resonant power. He can also call upon the implement’s haunting entity as a swift action to temporarily gain bonuses on all checks associated with the selected legendary spirit’s spirit bonus for 1 round. This spirit bonus is equal to 1/2 the amount of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels the haunt collector has. He can call upon this spirit bonus a number of times per day equal to the amount of mental focus invested in the implement, though invoking it doesn’t expend any mental focus. Once the spirit type is selected for an implement, it cannot be changed. This ability alters implements.
Shift Focus (Su): At 4th level, an occultist gains the ability to shift his mental focus from one implement to another, though some of the focus is lost along the way. Shifting mental focus removes a number of points of mental focus from one implement and adds the same number – 1 to another implement; this takes 1 minute of quiet contemplation while touching both implements. The occultist can shift his mental focus only from one implement to another implement; he can’t shift generic focus into an implement. Unlike expending focus normally, this shift can reduce the effect of a resonant power in the implement from which the mental focus was taken. It does not, however, add to the resonant power of the implement to which the focus is added.
Hauntist (Su): At 5th level, a haunt collector with at least one haunted implement gains the medium’s haunt channeler class feature (Occult Adventures 31), with an effective medium level equal to his occultist level – 2. This ability replaces aura sight.
Mental Focus : 11 (5 lvl + 2 int + 2 feat +2.5 FCB),
Necromancy Implement – Funeral Coin (4 Invested) – Necromantic Focus Haunted Implement (Champion Spirit), Mind Fear (1), Necromantic Servant (1), Soulbound Puppet (lvl 3)
Transmutation Implement – Weapon (cestus) (3 invested) - Physical Enhancement (Str), Legacy Weapons (1), Quickness (lvl 5)
Abjuration Implement - Shield (4 invested) – Warding Talisman, Mind Barrier (1)


Racial Abilities:

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Blended View: Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented.

Equipment:

Magic: Potion of Touch of the Sea in a potion sponge, +1 Longsword (glows with light), +1 Breasplate, Handy Haversack, +1 Ranseur, Cloak of the Manta Ray
Weapons (48 gp): Spiked Gauntlet (5gp), Longsword (17 gp), 4 Chakrams (4gp), sling (0 gp ), 20 bullets (1 gp), Do it all knife (Cold Iron Sawback Kunai ) (9 gp), Horsechopper (10 gp)

Armor (207 gp): Darkwood Heavy Wooden Shield (257gp)

Gear (188.11 gp): Explorer’s outfit, back, bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Masterwork Thieves Tools (100 gp), psychometrist’s gloves (10 gp), Aura goggles (15 gp), Prismatic Crystal (30 gp), long weapon cord for horsechopper (1 sp) , underwater goggles (5 gp), Swim Fins (1 sp), ?Artifical Gills (50 gp)?
1362.9 gp


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

I think I have all the mechanics done. I realized I didn't correct a bunch of things when I went to level three and so have been playing crippled to some extent. I have used hero lab and validated everything twice now so it should all be correct currently.

With instant alchemy I can now make items super speedy. 10 min in standard action,10 min for 1 hr, and 1 hr per day.
WIth this in mind if we have things we wish to make let me know so We can do the rolls. I have a +15 or +20 depending on item for craft alchemy.


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

Crispin took another level of Arcanist.

HP 4 +1, +1 con, +1 fast learner feat.

Took the Touch of the sea & Darkvision as his two new spells.

For the Arcanist exploit he took Item crafting. Choosing the Craft Wonderous items feat.

For his feat he took Aquatic spell. Not too much use for it yet, but as he gets more spell levels it will be handy.

Skill points in Linguist, the Knowledges history, Arcana, Planes, religion, Perception, Spellcraft.

Background skills: Craft paintings & Profession Scribe.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Crispin Xantrian wrote:

Crispin took another level of Arcanist.

HP 4 +1, +1 con, +1 fast learner feat.

Took the Touch of the sea & Darkvision as his two new spells.

For the Arcanist exploit he took Item crafting. Choosing the Craft Wonderous items feat.

For his feat he took Aquatic spell. Not too much use for it yet, but as he gets more spell levels it will be handy.

Skill points in Linguist, the Knowledges history, Arcana, Planes, religion, Perception, Spellcraft.

Background skills: Craft paintings & Profession Scribe.

Feats are rare for caster and Talath has Craft Wondrous Item. Multiple casters can work together to craft an item; you might want to consider another feat.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

Skill Points: 1 each in Diplomacy, Perception, and Swim
Background Skills: 1 in Profession (Scribe) and 1, pending approval, in Linguistics to learn Azlanti

No change in BAB or saves, Channel increases to 3d6, and he gains 3rd level spells - two regular (one base and one for high Wisdom) and one domain.

Last thing to finalize is feat; if the rest of the party is ready to go, I'll take Selective Channel. I hate that feat with a passion but I haven't found anything I like better.


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

take your time with choosing your feat. Don't get something you dislike just cuz the party could benefit. Our party is strong enough players that we will adjust. Remember as well I can heal pretty well for mundane stuff. .... I just forget I built this toon that way.


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Asher's level up was pretty uneventful.

I picked Furious Focus as his feat so he can capitalize on Power Attack with high AC enemies. Aside from that, I also added a point of linguistics for Azlanti.

In the meantime, he's been eligible for an animal companion since last level. I picked a wolf, and will work him into the story on this next expedition.

I also added a repair cost line item in the loot sheet for the damaged clockwork digger, so the split is correct. It deducts the 3,750 GP cots from the total kitty.

Asher's Stat Block:

Asher
Male human (Taldan) ranger (tidal hunter) 5 (Ultimate Wilderness 73)
NG Medium humanoid (human)
Init +5; Senses keen scent; Perception +9
--------------------
Defense
--------------------
AC 23, touch 16, flat-footed 19 (+5 armor, +2 deflection, +4 Dex, +2 natural)
hp 49 (5d10+15)
Fort +6, Ref +8, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 keen nodachi +9 (1d10+5/15-20) or
punching dagger +8 (1d4+3/×3) or
spiked gauntlet +8 (1d4+3) or
unarmed strike +8 (1d3+3 nonlethal)
Ranged +1 holy reliquary longbow (+2 vs aberrations +11 (1d8+3/×3) or
mwk underwater heavy crossbow +10 (1d10/19-20)
Special Attacks combat style (archery), favored enemies (aberrations +4, magical beasts +2)
Ranger (Tidal Hunter) Spells Prepared (CL 2nd; concentration +3)
1st—gravity bow[APG], lead blades[APG]
--------------------
Statistics
--------------------
Str 16, Dex 19, Con 14, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +8; CMD 24
Feats Deadly Aim, Endurance, Furious Focus[APG], Power Attack, Precise Shot, Weapon Focus (longbow)
Traits seasoned hunter, tactician
Skills Acrobatics +6, Bluff +0, Climb +7, Craft (bows) +3, Diplomacy +0, Disable Device +3, Disguise +0, Escape Artist +6, Fly +5, Handle Animal +3, Heal +5, Intimidate +4, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (history) +1, Knowledge (local) +1, Knowledge (nature) +5, Knowledge (religion) +1, Linguistics +2, Perception +9, Profession (engineer) +5, Ride +8, Sense Motive +2, Sleight of Hand +5 (+7 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Spellcraft +4, Stealth +9, Survival +7, Swim +8, Use Magic Device +0
Languages Aquan, Azlanti, Common
SQ favored terrain (water +2), hunter's bond (wolf named Vilkas), waterborn
Other Gear +1 mithral chain shirt, mwk buckler, +1 holy reliquary longbow (+2 vs aberrations (+2 Str), +1 keen nodachi[UC], arrows (80), arrows (20), blunt arrows[APG] (10), blunt arrows[APG] (10), mwk underwater heavy crossbow[ARG], punching dagger, spiked gauntlet, amulet of natural armor +2, belt of incredible dexterity +2, ring of protection +2, backpack, bedroll, belt pouch, bowyer tools, flint and steel, hemp rope (50 ft.), masterwork snorkel[UE], mess kit[UE], pot, swim fins, torch (10), trail rations (5), waterskin (2), waterskin, wrist sheath[UE], 4 gp, 8 sp
--------------------
Tracked Resources
--------------------
Arrows - 0/80
Arrows - 0/20
Blunt arrows - 0/10
Blunt arrows - 0/10
Tactician (1/day) - 0/1
Torch - 0/10
Trail rations - 0/5
Waterborn (50 minutes/day) (Su) - 0/50
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Aberrations +4) (Ex) +4 to rolls vs. aberrations foes.
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs. magical beasts foes.
Favored Terrain (Water +2) (Ex) +2 to rolls when in water terrain.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Keen Scent (Ex) Notice other creatures by scent in 180-ft. radius underwater.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Waterborn (50 minutes/day) (Su) You can breathe underwater for 50 min./day.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Antaral Ne'lethborn wrote:
take your time with choosing your feat. Don't get something you dislike just cuz the party could benefit. Our party is strong enough players that we will adjust. Remember as well I can heal pretty well for mundane stuff. .... I just forget I built this toon that way.

Thanks. The problem is there aren't many 'really good' feats for clerics that aren't 'paths' meaning you take a series of them. I thought about Sacred Summons but that would only work right now for a Lantern Archon plus it would precipitate taking Summon Good at L7 and I'm just not sold it's worth a 2-feat investment.


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Selective Channel is pretty useful.


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

Since Craft Wonderous item is already in play what would be a good crafting feat for Crispin?

I'm leaning towards Craft Magic Wand myself. Stock up on utility wands for the party.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Crispin Xantrian wrote:

Since Craft Wonderous item is already in play what would be a good crafting feat for Crispin?

I'm leaning towards Craft Magic Wand myself. Stock up on utility wands for the party.

Sent you a PM.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Asher 'Cinnis' Regillenus wrote:
Selective Channel is pretty useful.

It can be but with a +2 modifier it's why I have it listed as the 'fall back' option.


It's starting to get cold here in Virginia. I had to get up and run out to my car in PJs. I hope it snows this year~!


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)
GM Ventiine wrote:
It's starting to get cold here in Virginia. I had to get up and run out to my car in PJs. I hope it snows this year~!

We’ve had frost all over our cars the last few mornings here in NJ. Now I need to remember to warm up the cars before taking the kids to school.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
GM Ventiine wrote:
It's starting to get cold here in Virginia. I had to get up and run out to my car in PJs. I hope it snows this year~!

I hate snow and cold. :(


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

I live in Utah and I hope it only snows in the mountains and stay sunny and warm.....Guess I should move then huh?


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

Crispin is complete. I swapped the Item crafting exploit for Potent magic to make his spells harder to resist.

The next exploit will be Quick study. Being able to change your spell load when needed is wonderful. As Crispin gets more spells it will make him much more flexible.


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Yep. That’s the secret sauce of Arcanist.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

I've finished with Talath, adding the Selective Channeling feat and he has his 3rd level spells in his Spells Prepared section.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

Does anyone know how to reach Becky? She hasn't posted for a while.


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

Becky's player has been in an emotional and physical funk for the last couple of weeks; sorry for the lack of posts.

I'm hemming and hawing about her level 5 feat. For some reason, I thought she could pick up Craft Construct but didn't realize that feat had a couple more feats as prerequisites. Without some sort of retraining, she won't get that feat until 9th level.

I'll try to get Becky updated later today.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Becky Beys wrote:

Becky's player has been in an emotional and physical funk for the last couple of weeks; sorry for the lack of posts.

I'm hemming and hawing about her level 5 feat. For some reason, I thought she could pick up Craft Construct but didn't realize that feat had a couple more feats as prerequisites. Without some sort of retraining, she won't get that feat until 9th level.

I'll try to get Becky updated later today.

No problem, I just noticed that you hadn't posted recently; that's how with it I am.

Since Becky buffs all the time, Improved Initiative is always beneficial.
I had the same problem picking a 5th level feat and I settled on one that, for mechanics reasons, I absolutely detest and it's of limited value since Talath's Charisma modifier is only +2 and it won't increase.


I'm struggling with some stuff I'll post when I can


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

Take the time you need. A unstressed GM is always more fun. :)


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

Or at least a less lethal GM...


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
GM Ventiine wrote:
I'm struggling with some stuff I'll post when I can

Don't worry about it. With the holidays coming up posting always becomes spotty so just take your time.


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

Ugh. Sorry for the delay (again). I'm working on leveling Becky and should finally have her updated by later today. Apologies for dragging the game down.


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

BECKY BEYS 5TH LEVEL UPDATES
Bard (Archivist) 5
hp +7 (5 + 1 Con + 1 FC)
SAVES: +2 Will (Iron Will feat)
Bardic Performance: now 14 rounds/day
Class Features: naturalist +2, jack of all trades
Feat: Iron Will

Spells: 1 new 1st-level slot, 1 new 2nd-level slot
New Spell Known: 2nd-level—sound burst

Skill Points
Bluff +1
Craft (clockworks) +3 [BG]
Diplomacy +1
Knowledge (arcana) +1
Knowledge (dungeoneering) +1
Knowledge (nature) +1
Knowledge (religion) +1
Perception +1
Perform (oratory) +1 [BG]
Spellcraft +1


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

There is a serious family illness taking up my time. My posting may be interrupted. Please Bot me if needed.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Crispin Xantrian wrote:
There is a serious family illness taking up my time. My posting may be interrupted. Please Bot me if needed.

Sorry to hear that, I hope everything turns out okay.

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