Gestalt Carrion Crown

Game Master bigrig107

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Harrowstone first floor map
Shadowbrook Map


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LOOT :: uRogue/uMonk4 :: HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

Roll20 is up for me. I did have to move Raj from the fog of war black zone back into the room we are in. Otherwise, it seems to be working


Roll20 link

Okay, made a small mistake. I thought the hole from above deposited you in the middle, but it was actually the area to the east, U1. Not a huge deal, just a moved fight. Putting up a post to describe you entering and being in U2 instead.

I blame the busy holidays!


LOOT :: uRogue/uMonk4 :: HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

Sounds fair to me!


LOOT :: uRogue/uMonk4 :: HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

GM, would you assign Morganne's icon to me so I can move it, please?


NG Female Duskwalker Cleric (stoic caregiver)/Arcanist | HP 11/11 | AC 12 Touch 12 FF 10| CMD 12 | F +2 R +2 W +6 | Init +4 | Perception +3 (darkvision) | Sense Motive +7 | Active: Mage Armor, Deathwatch

Hi everyone, sorry for the extended delay the holiday season ended up being rather busy for me will try to make a post/update my character profile within the next 24 hours.


Roll20 link

Welcome back Morganne! They didn’t get too terribly far, so no worries. I also won’t hold you to any of the build choices Rajun made for you in your absence, so feel free to level up however you wish.


LOOT :: uRogue/uMonk4 :: HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

Welcome back! In your absence, I tried to play your character with decorum. As the GM stated, nothing too crazy happened.

I mean, you did win the Miss Ravengro contest. Your evening gown was stunning and your musical talents unanticipated...

And now you are fielding several offers of marriage...

But other than THAT, it's just same-old-same-old. :)


Roll20 link

Morganne, you with us?


Roll20 link

What are we thinking guys, pick up two more members to make it four, or five if Morganne doesn't come back? Close to the end of book 1, don't want to lose too much steam.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

Yes....


LOOT :: uRogue/uMonk4 :: HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

Picking up a couple more characters would be good, I think.


LOOT :: uRogue/uMonk4 :: HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

Do you want me to bot her again?


Roll20 link

We could do that, yeah. I will let you know that this floor is the last bit of Harrowstone (and book 1). You can decide what you want to do with that info.


LOOT :: uRogue/uMonk4 :: HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

Woo hoo! Let's finish the book!


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

Without a TPK! ;-)


LOOT :: uRogue/uMonk4 :: HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

Dream big, Park. Dream big! LOL


LOOT :: uRogue/uMonk4 :: HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

Yeah, I think pulling an alchemist's fire would provoke. But I think you might be able to:

FREE: 5' step away
MOVE: pull bottle (unless the 5' step prevents all MOVE actions)
STAND: Toss it

Also, given the smoke from my bleed wound went into the creature's body, I'm guessing maybe bleed damage heals it a bit??? Basically, we need to bring it down fast. :)


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

That's what I figured as well. But Park wouldn't know what Morganne had or if she is capable of using any sort of fire magic. He stated that IC before deciding whether of not to grope for the one flask that he has.

Gotta figure that a splash of burning oil would hurt less that what the wraith does to us, or even if she had to hit the area with burning hands! Staggered means it isn't hitting us, causing the smoke that looks very much like it is leeching life from us to itself!


LOOT :: uRogue/uMonk4 :: HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

All good points.


HP:x | AC:x ; T:x ; FF:x ; CMD:x | Fort:+x ; Ref:+x ; Will:+x | Init:+x ; SM:+x ; PER:+x (vision)

BTW, Morganne has ONE channel left. I'm trying to save it, if possible.

If the baddie is still up after this round, she's got a trick or two still left in her bag.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

Good point. Save it, but keep in mind that if the bleed heals it we're fighting a loosing battle if we are all bleeding. Hopefully we can take it down soon! Rajuna's hitting pretty good!
Looking at our rolls, an 18 misses it. 24+ hits. I don't see any rolls between those....


Roll20 link

Posted the recruitment for our two new party members, let me know if you have any thoughts on wants or prospective characters!

As far as a treasure tracking spreadsheet goes, do you have any recommendations? I've never used one so which works best for you guys? A Google doc?


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

Google doc or anything that all of us can edit. Just something where we can list the "group" treasure and who claimed what.... Helps so we don't forget when treasure is posted but nobody claims it (and moves it to a character sheet)


LOOT :: uRogue/uMonk4 :: HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

I recently created a quick and dirty google loot doc for another game. I can make a second copy for our use, if that's agreeable.


LOOT :: uRogue/uMonk4 :: HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

See if this works for you:

LOOT DOC

I haven't put in any data yet, but it should be editable by all.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

I like it, and added the latest stuff to it. Can alter things once we take time to examine if anything is 'special'.


LOOT :: uRogue/uMonk4 :: HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

I inserted a drop-down list for the Owner


LOOT :: uRogue/uMonk4 :: HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

I added a link to the loot on my profile header.

Speaking of which, GM would you be willing to put a link to the roll20 map on your profile header? It would be easier to click on that then scroll to the top of the page.


Roll20 link

Sounds reasonable, done!


LOOT :: uRogue/uMonk4 :: HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

Thanks!


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

Welcome Zhandar and Horm! Ready to dive in to the game!?!


F NG Tiefling Druid 4 // Magus 4 | HP 35/35 | AC 17 T 12 FF 15 | CMB +2 CMD 14 | F +6+1 R +3*+1 W +9+1 | Init +6 Per +14* (darkvision) SM +7* | AP 5/5 SS 0/1 | familiar HP 17/17 | druid spells 1st:3/5 2nd:3+5/3+5 | magus spells 1st:4/4 2nd:2/2 | effects/conditions guidance 1m, heightened awareness 40m, resistance 1m, tears to wine +2 40m

Greetings! Very happy to join you on this endeavor. :)


LOOT :: uRogue/uMonk4 :: HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

Woo hoo!


Male Half Orc Cleric/Ranger 3 | HP: 28/28 | Perception: +9 (Darkvision 60'), AC: 19, Touch: 13, FF: 16 | CMD: 17 | Fort: +5, Ref: +7, Will: +7 {+2 vs fear} | Init: +7 | Spells: 1st 4/4, 2nd 3/3 | Channel: 4/4 | Touch of Glory: 6/6

Hi all. Happy to be here!


F NG Tiefling Druid 4 // Magus 4 | HP 35/35 | AC 17 T 12 FF 15 | CMB +2 CMD 14 | F +6+1 R +3*+1 W +9+1 | Init +6 Per +14* (darkvision) SM +7* | AP 5/5 SS 0/1 | familiar HP 17/17 | druid spells 1st:3/5 2nd:3+5/3+5 | magus spells 1st:4/4 2nd:2/2 | effects/conditions guidance 1m, heightened awareness 40m, resistance 1m, tears to wine +2 40m

So, how are we going to join up with the group? I'm guessing Zhandar and Horm arrived in Ravengro about the same time and are about to be hanging out at the Lorrimors' residence. Do you want us to play that out, GM?

Also, how do you want to deal with Zhandar's herbal concoctions? I think the way they work is it takes two hours for her to brew one (since it costs less than 250 gp), and she can brew a maximum of five each day (her Wisdom modifier). If we have any downtime, Zhandar should be brewing up some concoctions! I'm assuming she doesn't have any time before she joins the campaign, but how much time can she take once she becomes part of the group?


Roll20 link

The party just returned to Kendra Lorrimor's (the porofessor's daughter) house, can just have you be there like the previous extra party members.

I looked into just how Herbalism works, and it doesn't actually seem like you can take it, legally.

Druid Herbalism wrote:
Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.
Nature Priest wrote:

Chosen Druid (Ex): If a nature priest chooses a domain for her nature bond, she must choose one of her deity’s domains (or subdomains) in place of those typically available to a druid.

This ability alters nature bond.

Even ignoring that, it does seem pretty powerful. Tons of free spells for basically only the cost of your domain that can eventually be turned into way more money than the system expects. Now, I don't normally straight up say no to cool builds, so I wanted to ask what exactly what were you looking to get out of this ability?

I've seen a handful of fixes for it, the most popular being turning it into the alchemist's extract discovery, but that's certainly something we can talk about depending on what you want from the ability.


LOOT :: uRogue/uMonk4 :: HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

Guys, when we head back into the prison, we have two ghosts to handle... one likely having arcane magic. Horm, you might consider replacing Hold Person (doesn't work on undead) with Ghostbane Dirge which will allow everyone without magic weapons to do damage to incorporeals. Just a suggestion.


F NG Tiefling Druid 4 // Magus 4 | HP 35/35 | AC 17 T 12 FF 15 | CMB +2 CMD 14 | F +6+1 R +3*+1 W +9+1 | Init +6 Per +14* (darkvision) SM +7* | AP 5/5 SS 0/1 | familiar HP 17/17 | druid spells 1st:3/5 2nd:3+5/3+5 | magus spells 1st:4/4 2nd:2/2 | effects/conditions guidance 1m, heightened awareness 40m, resistance 1m, tears to wine +2 40m
GM of the Crown wrote:

I looked into just how Herbalism works, and it doesn't actually seem like you can take it, legally.

Druid Herbalism wrote:
Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.
Nature Priest wrote:

Chosen Druid (Ex): If a nature priest chooses a domain for her nature bond, she must choose one of her deity’s domains (or subdomains) in place of those typically available to a druid.

This ability alters nature bond.

Hmm! I didn't see the special text on Herbalism that says you can't take it if you alter the nature bond ability, and I had assumed that it didn't apply because I did not choose "a domain for her nature bond" -- so it isn't really altering nature bond at all. But since this character is designed to be focused on potions, I'll have to not take that archetype unless you decide that it's allowed. Which is okay-- I think the only thing she'd really miss is Knowledge (religion) as a class skill.

GM of the Crown wrote:
Even ignoring that, it does seem pretty powerful. Tons of free spells for basically only the cost of your domain that can eventually be turned into way more money than the system expects. Now, I don't normally straight up say no to cool builds, so I wanted to ask what exactly what were you looking to get out of this ability?

I'm not intending to ever sell any concoctions, for certain! :) If that's your biggest concern, I'm fine with a universal ban on selling them. They don't really look like potions anyway, according to the text. I don't know why the authors felt like they needed to add all the language about making them look like other potions, unless they thought the druid might try to trick enemies into drinking potions with harmful effects.

Mostly I want ammunition for when I take the Vaporous Potion feat at 5th level. Herbalism as written is a great way to use up spells that the character hasn't cast at the end of the day, by putting them into potions so that they aren't wasted. They aren't entirely free spells, strictly speaking, since she does have to cast them to craft the concoctions. Not much of a cost, I know, but it is a cost. :) Once the character has the Vaporous Potion feat, I will want to convert some of her spells each day into potions so that she can throw them as weapons, either at enemies or at friends to buff them. Spells like magic missile and shocking grasp are much better for her as potions, because she can use spell combat to both cast a spell and throw a potion in the same round.

Other important aspects of Herbalism are that at 4th level "she can create concoctions of spells from any spell list, as long as she can cast the spell" and at 7th level she "can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level." Since she's built as a druid//magus, I want to be able to make concoctions out of magus spells, and wizard spells using her knowledge pool. And, eventually, I intend for her to take a level of Loremaster and gain the Secret of Magical Discipline feat, which lets her cast a spell from any spell list, and so allows her to create a special concoction of any spell.

GM of the Crown wrote:
I've seen a handful of fixes for it, the most popular being turning it into the alchemist's extract discovery, but that's certainly something we can talk about depending on what you want from the ability.

I might be able to work with her gaining extract slots instead of free potions, as long as they still count as potions. :) Are you thinking that instead of being permanent, the concoctions only last until the next time she regains spells? In that case, maybe we could say that it only takes one minute to prepare them, like for an alchemist? Also, how many extract slots would she get? Maybe the same as an alchemist or investigator of the same level, but using Wisdom instead of Intelligence?

Could she still get the discount on crafting standard potions, perhaps with a restriction against selling them? A level 4 druid herbalist can make 50 potions of cure light wounds for 625 gp-- a little less than the cost of purchasing a wand (750 gp), but not as cheap as crafting a wand (375 gp). I suspect that if she can't convert her spells into permanent potions, I'll probably want to craft more of them.


Roll20 link

I’ve done some more research on how it would work and what the likely intent was behind herbalism, and have come to what I think is a reasonable compromise.

First, all of the potions you make function like potions (obviously), and therefore can be used as thrown weapons with Vaporous Potion. I don’t want the build to be ruined, as this is genuinely an interesting concept.

1. You get a number of free potions per day equal to your Wisdom modifier, but they only last until you next prepare spells. Take a minute to prepare just like alchemist extracts. Gives you some extra spell slots for potions, without blowing the money or spell economy out of the water.
2. Your normal spell slots can be prepared as potions by spending the slot and a minute to brew a potion like an alchemist, and function as their sharable/throwable extracts.
3. You receive the Brew Potion feat as a bonus feat, gaining the ability to make regular potions by expending half the gp cost in materials and getting that discount as per usual in Brew Potion.

Does that sound fair? You’re giving up an animal companion for this, so I want to make sure it’s of an appropriate power level without overwhelming the game balance system.


F NG Tiefling Druid 4 // Magus 4 | HP 35/35 | AC 17 T 12 FF 15 | CMB +2 CMD 14 | F +6+1 R +3*+1 W +9+1 | Init +6 Per +14* (darkvision) SM +7* | AP 5/5 SS 0/1 | familiar HP 17/17 | druid spells 1st:3/5 2nd:3+5/3+5 | magus spells 1st:4/4 2nd:2/2 | effects/conditions guidance 1m, heightened awareness 40m, resistance 1m, tears to wine +2 40m

Thanks, GM! :) Let me clarify how these new features would work to make sure I have them right?

1. The druid gets a number of bonus spell slots of the highest spell level she can cast equal to her Wisdom modifier, in which she can prepare concoctions that function like infused extracts and are treated as potions. She regains these spell slots each day like other spell slots, but once prepared the druid can choose to let a concoction persist, continuing to take up the spell slot just like an infused extract until it is used. It takes one minute to prepare a concoction into an empty spell slot. Concoctions must be made of spells on the druid list and must meet the requirements for potions. At 4th level, the druid can make concoctions of any spell she can cast, not just spells on the druid list, as long as they are valid potion spells. At 7th level, she can prepare concoctions of any spell she can cast, even spells that can't normally be made into potions (e.g. spell level 4th or greater, or Personal range).

2. Concoctions can be made using any of the character's druid spell slots, not just the bonus spell slots, as long as the spell level of the concoction is less than or equal to the spell level of the slot. All the other restrictions on concoctions apply. At 4th level, she can prepare concoctions in spell slots of other classes. Concoctions prepared in spell slots belonging to another class use the casting modifier and caster level of that class instead of the druid's.

3. The druid receives Brew Potion as a bonus feat, and she can use Profession (herbalist) as the associated crafting skill. At 7th level she can craft potions of any spells that she can prepare as concoctions.

Is this all right with you, GM? It sounds reasonable to me-- do the other players agree? Does anyone think it is too powerful (or not powerful enough)? If we're all in agreement, I'll add it to my profile so we can reference it later.


Male Half Orc Cleric/Ranger 3 | HP: 28/28 | Perception: +9 (Darkvision 60'), AC: 19, Touch: 13, FF: 16 | CMD: 17 | Fort: +5, Ref: +7, Will: +7 {+2 vs fear} | Init: +7 | Spells: 1st 4/4, 2nd 3/3 | Channel: 4/4 | Touch of Glory: 6/6

Don't think I like a last name for Horm.

I have an equipment section on my profile now. I have spend 16 hundred gold, leaving another 14 hundred or so. Think I should save for an amulet of natural armor unless anyone has major suggestions. I'd like to avoid getting a +1 set of armor so I can get Mithral first.

I can totally get Ghostbane Dirge. I think Magic Weapon will also have more utility than Divine Favor. And I have Bless Weapon as a Domain spell, which lets you damage incorporeal creatures, autoconfirm crits vs evil, and have a good aligned weapon. Right now Horm's spells reflect what he would have prepared while traveling, I will change them when we meet.


LOOT :: uRogue/uMonk4 :: HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

That works, Horm!


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Roll20 link
Zhandar wrote:

Thanks, GM! :) Let me clarify how these new features would work to make sure I have them right?

1. The druid gets a number of bonus spell slots of the highest spell level she can cast equal to her Wisdom modifier, in which she can prepare concoctions that function like infused extracts and are treated as potions. She regains these spell slots each day like other spell slots, but once prepared the druid can choose to let a concoction persist, continuing to take up the spell slot just like an infused extract until it is used. It takes one minute to prepare a concoction into an empty spell slot. Concoctions must be made of spells on the druid list and must meet the requirements for potions. At 4th level, the druid can make concoctions of any spell she can cast, not just spells on the druid list, as long as they are valid potion spells. At 7th level, she can prepare concoctions of any spell she can cast, even spells that can't normally be made into potions (e.g. spell level 4th or greater, or Personal range).

2. Concoctions can be made using any of the character's druid spell slots, not just the bonus spell slots, as long as the spell level of the concoction is less than or equal to the spell level of the slot. All the other restrictions on concoctions apply. At 4th level, she can prepare concoctions in spell slots of other classes. Concoctions prepared in spell slots belonging to another class use the casting modifier and caster level of that class instead of the druid's.

3. The druid receives Brew Potion as a bonus feat, and she can use Profession (herbalist) as the associated crafting skill. At 7th level she can craft potions of any spells that she can prepare as concoctions.

Is this all right with you, GM? It sounds reasonable to me-- do the other players agree? Does anyone think it is too powerful (or not powerful enough)? If we're all in agreement, I'll add it to my profile so we can reference it later.

Yep, exactly like that. Glad we could come to a balanced agreement that works for what you wanted out of the build!

If the two of you want to RP your arrival at the Lorrimor house to meet Kendra before Park and Rajuna show up to rest once more, feel free to start! However you two want to say you got here is fine with me, whether alone or separate.


F NG Tiefling Druid 4 // Magus 4 | HP 35/35 | AC 17 T 12 FF 15 | CMB +2 CMD 14 | F +6+1 R +3*+1 W +9+1 | Init +6 Per +14* (darkvision) SM +7* | AP 5/5 SS 0/1 | familiar HP 17/17 | druid spells 1st:3/5 2nd:3+5/3+5 | magus spells 1st:4/4 2nd:2/2 | effects/conditions guidance 1m, heightened awareness 40m, resistance 1m, tears to wine +2 40m

Do you have a preference, Horm? We're both outdoorsy types, so it might make sense if we had encountered each other before and made plans to travel to Ravengro together. But it's also plausible that we both found our way there individually, and just happened to arrive at about the same time. I kind of like the idea that we've had a few weeks of traveling in each other's company already because it means there's less awkward "Hello, I am Golstaff, sorcerer of light" business. Well, until we meet Park and Rajuna, of course. :)


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

Sounds good. What time of day would we be getting back to the house? Wanting to know if we'd have time to 1: Sell some of the stuff, and 2: See if there might be a wand of CLW available for purchase. I know this is a small town but I'm thinking that the temple might have one... ?

Rajuna? Split the money after buying the wand? (if available) I'm moving the 'claimed' items to the claimed sheet.

Not sure about selling the +1 Heavy Mace? Hate selling a magic weapon at this level, but not really a weapon for any of us.... Even more so than the +1 hand axes.


LOOT :: uRogue/uMonk4 :: HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

We have some healing options with Horm and Zhandar, but having a 'top up' wand wouldn't be bad. It leaves Horm's spells for dealing with baddies except in emergencies.

Splitting money after buying team stuff works for me.

I think we should keep the magic weapons until after we deal with the remaining ghosts... just in case everything goes to hell. But after this part of the adventure, I'm thinking we can sell the magic weapons because we can all use the money for better purposes. But I'm flexible on that.


LOOT :: uRogue/uMonk4 :: HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12

I updated the Loot list, Park, with my thoughts. I moved the MW shurikens to Claimed. I can use them. I'm sort of torn on the Stone of Alarm. It is a neat alarm system for us after we leave Ravengro (in towns, dungeons, or even cleverly in the wilds). I also marked a couple items that could be good for Zhandar and Horm. If you passionately want to sell some of the items I'm thinking we might want to keep, I'm fine with that.

Horm/Zhandar feel free to click on the LOOT link under my profile. If you have thoughts on some of these items, speak up.


Male Half Orc Cleric/Ranger 3 | HP: 28/28 | Perception: +9 (Darkvision 60'), AC: 19, Touch: 13, FF: 16 | CMD: 17 | Fort: +5, Ref: +7, Will: +7 {+2 vs fear} | Init: +7 | Spells: 1st 4/4, 2nd 3/3 | Channel: 4/4 | Touch of Glory: 6/6

Out time for the moment, had to prioritize running the game I GM hence not having time for an intro post yet. Can someone point me to a description of the Lorrimor house somewhere?

I like the idea that Horm and Zhandar have already met. Let’s go with that.

The holy symbols may be useful for Horm but without knowing more it’s hard to say.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

@Rajuna: No problem keeping any of it. My way to play is to make the party as strong as possible. That way we all have a better chance of surviving/winning.

The hammer would be tough to figure out a price. I updated the description. It is a master-work silver hammer that gives a +2 bonus on craft checks (armor, weapons, and blacksmithing stuff). Not really a good weapon, but not bad if you are crafting. But.... as poorly as the craft rules work I doubt anyone will be doing that!


LOOT :: uRogue/uMonk4 :: HP:33 | AC:24 ; T:20 ; FF:24 (w/Mage Armor); CMD:25/19 (+2 vs grapple+) | Fort:+4 ; Ref:+9 ; Will:+3 | Init:+5 ; PER:+10 (+12 vs invisible/incorporeal) (Low-Light) SM:+12
Park Song wrote:
My way to play is to make the party as strong as possible. That way we all have a better chance of surviving/winning.

My style is the same.

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