DL's Anvil of Fire Redux

Game Master Death-Lok


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Congratz to all selected. Please discuss among yourselves the game and any other questions. Please format the Race/Class Tabs with your important info as high level games are extremely complicated and I would appreciate all of your help in making my job easier. And most importantly, let's have fun!


Dwarf Fighter 10|HP 130/130|AC 32 T 13 FF 30|CMD 27/31|F+11 R+10 W+12|Init +5|Perc +20/22| +2 vs. poison and fear/+4 vs. spells/spell-like abilities

Hi all, I'm the dwarf fighter. I look forward to gaming with you all.


Hi all, its going to take me a few days to get a profile set up for Xenovia and to finish building her out. I should be ready by Friday.


CG Female Human Oracle (Spirit Guide) 13 and Eclipse | Init +3 (5 underground) | HP: 83|110 | AC: 37 (20 Tch, 31 FF) | CMD 21 | F:+13, R:+18, W:+15 | Per: +23
Resources:
4/7/4/4/3/3
| Conditions: Shaken, Haste| Protection from Fire 76|120

Here is Xenovia's profile. I have a bit of cash left if anyone wants to suggest any purchases.


| Init +4 | HP: 98|116 | AC: 42 (17 Tch, 38 FF) | CMB +16, CMD 34 | F:+16, R:+15, W:+10, +4 vs enchantment, fear and emotion, evasion | Per: +13, scent Conditions: ; Protection from Fire 94, Haste|120

And here is Eclipse.


Positive Conditions: Mage Armor, Protection from Energy (32 pts) 45 mins, See Invisibility 115 mins, Shield 13min, Heroism | Negative Conditions: HP: 63/80 | AC:20 T:13 FF:18,| CMD: 17 | Fort:+9 , Refl:+9 , Will: +12 | Init: +8 | Diviner’s Fortune 7/9 | Spells 1st: 12/13 | 2nd 5/7 | 3rd 4/7 | 4th 6/7 | 5th 2/5 | 6th 4/4 | 7th 2/3 |

Hey all I look forward to playing with y'all and going through this Volcanic Dungeon crawl together! I'll finish up my spells and items today. Apologies I didn't see this sooner. Had DnD Sunday evening and Monday was a whirlwind.


Welcome all. No worries, Edmond, just wanted to make sure that you still wanted to continue. We're just waiting on the dwarf warpriestess now.


Female dwarf Warpriestess 13 | HP: 146/146 | AC: 26(30) | Init: +5 | Passive Perception 13 | Speed 25 ft |

Thanks for picking me. Just on vacation at the moment but wanted to make the roll call. Lol


Dwarf Fighter 10|HP 130/130|AC 32 T 13 FF 30|CMD 27/31|F+11 R+10 W+12|Init +5|Perc +20/22| +2 vs. poison and fear/+4 vs. spells/spell-like abilities

Glad we're all here. :)


Positive Conditions: Mage Armor, Protection from Energy (32 pts) 45 mins, See Invisibility 115 mins, Shield 13min, Heroism | Negative Conditions: HP: 63/80 | AC:20 T:13 FF:18,| CMD: 17 | Fort:+9 , Refl:+9 , Will: +12 | Init: +8 | Diviner’s Fortune 7/9 | Spells 1st: 12/13 | 2nd 5/7 | 3rd 4/7 | 4th 6/7 | 5th 2/5 | 6th 4/4 | 7th 2/3 |

Alright, spells and items should be finished.


Caw! Caw! Quiet down, the lesson will begin shortly! Caw!

A black raven with a white pattern around its eyes in the likeness of spectacles flies around the room before perching up high to watch over


Edmond, your skill points and spell DCs seem to be off.
26 Int gives you +8 bonus, so your spell DCs are 18+spell level (+1 for evocation). So, for example, your Chain Lightning DC should be 24+1=25 not 23.
For Int based skills: 13 ranks+3 class+8 Int = +24 not +22. K. Local should +25 due to trait and Spellcraft should be +1 trait and +5 gloves = +30.

Also, what is your Alignment and deity?


Positive Conditions: Mage Armor, Protection from Energy (32 pts) 45 mins, See Invisibility 115 mins, Shield 13min, Heroism | Negative Conditions: HP: 63/80 | AC:20 T:13 FF:18,| CMD: 17 | Fort:+9 , Refl:+9 , Will: +12 | Init: +8 | Diviner’s Fortune 7/9 | Spells 1st: 12/13 | 2nd 5/7 | 3rd 4/7 | 4th 6/7 | 5th 2/5 | 6th 4/4 | 7th 2/3 |

Ah good catch thank you, I did all my skills and spells and jazz, then did my items last, must've forgot to go back in add in the bump to my skills and spells from adding the headband in.

Also he is Neutral, sort-of worships/venerates Irori as a Historian and person seeking to preserve Historical accuracies.


Yolanda, you have way too much gold. Your character is missing gear and you only have 109,000 gold to spend.


Xenovia, please break down your stats with 15 point buy. I don't reach 16 Con and 16 Int (only 14 in each). Also, do you have +3 returning starknife or +1? Finally, with +3 returning starknife, you are over the 109K gp limit for gear.


Female dwarf Warpriestess 13 | HP: 146/146 | AC: 26(30) | Init: +5 | Passive Perception 13 | Speed 25 ft |

I will have gear purchased soon. Just wanted to make sure everything else was good before I started changing things with magical gear.


While we finalize characters and purchases, I have linked the Gameplay thread (see Tab above) if you want to simply dot or rp your character. I have made Yolanda, Edmond, and Xenovia friends/associates/colleagues of Grymm - up to you what your relationship to the dwarf warrior is - I leave that in your hands.


Female dwarf Warpriestess 13 | HP: 146/146 | AC: 26(30) | Init: +5 | Passive Perception 13 | Speed 25 ft |

OK, I think I am ready...spent money now just need to make sureit is all legit....lol


Edmond and Zenovia, may I get an idea if you are guys are available/interested in this? If not, let me know.


Positive Conditions: Mage Armor, Protection from Energy (32 pts) 45 mins, See Invisibility 115 mins, Shield 13min, Heroism | Negative Conditions: HP: 63/80 | AC:20 T:13 FF:18,| CMD: 17 | Fort:+9 , Refl:+9 , Will: +12 | Init: +8 | Diviner’s Fortune 7/9 | Spells 1st: 12/13 | 2nd 5/7 | 3rd 4/7 | 4th 6/7 | 5th 2/5 | 6th 4/4 | 7th 2/3 |

Oh I am available and ready! I dotted and deleted in the gameplay tab last week, my bad, I thought we were waiting on something else. I should have spoken up sooner


Positive Conditions: Mage Armor, Protection from Energy (32 pts) 45 mins, See Invisibility 115 mins, Shield 13min, Heroism | Negative Conditions: HP: 63/80 | AC:20 T:13 FF:18,| CMD: 17 | Fort:+9 , Refl:+9 , Will: +12 | Init: +8 | Diviner’s Fortune 7/9 | Spells 1st: 12/13 | 2nd 5/7 | 3rd 4/7 | 4th 6/7 | 5th 2/5 | 6th 4/4 | 7th 2/3 |

Yeah I know some GM's don't like the Dot's left there, so I've always dotted then deleted the dot post.

I'm totally ready to go though otherwise.


Dwarf Fighter 10|HP 130/130|AC 32 T 13 FF 30|CMD 27/31|F+11 R+10 W+12|Init +5|Perc +20/22| +2 vs. poison and fear/+4 vs. spells/spell-like abilities

I’m ready also.


Death-Lok wrote:
Edmond and Zenovia, may I get an idea if you are guys are available/interested in this? If not, let me know.

I dotted and deleted into Gameplay. I was just waiting for everyones characters to be finalised.


Thanks to all for posting. Glad the game is picking up momentum.


CG Female Human Oracle (Spirit Guide) 13 and Eclipse | Init +3 (5 underground) | HP: 83|110 | AC: 37 (20 Tch, 31 FF) | CMD 21 | F:+13, R:+18, W:+15 | Per: +23
Resources:
4/7/4/4/3/3
| Conditions: Shaken, Haste| Protection from Fire 76|120

Xenovia can provide the following long duration buffs on the day before we set out. They are all extended as so last for at least 26 hours per cast.

Delay Poison will make you largely immune to poison.
Magic Vestment will make your shield and armour +3 if they are not already there.
Greater Magic Weapon will make your weapon +3 but not for the purposes of bypassing DR.
Life Bubble provides a whole range of benefits.

On the day of travel she will use her Mnemonic Vestment to cast her scroll of Hunter's Blessing, selecting Humanoid (Giant) and Underground.

Xenovia can also provide an extended Communal Resist Energy although Communal Protection might be better.


Dwarf Fighter 10|HP 130/130|AC 32 T 13 FF 30|CMD 27/31|F+11 R+10 W+12|Init +5|Perc +20/22| +2 vs. poison and fear/+4 vs. spells/spell-like abilities

Since we're talking tactics, those sound like great buffs, Xeno, especially DP and LB. My armor and shield are already +3 or higher. We should have a back up of Communal Resist Energy in case it gets dispelled.

I'd vote for traveling to the volcano by Wind Walk. In case we need to bail, then Edmond can teleport us out, if need be.


CG Female Human Oracle (Spirit Guide) 13 and Eclipse | Init +3 (5 underground) | HP: 83|110 | AC: 37 (20 Tch, 31 FF) | CMD 21 | F:+13, R:+18, W:+15 | Per: +23
Resources:
4/7/4/4/3/3
| Conditions: Shaken, Haste| Protection from Fire 76|120

I can wind walk us but I need to use my Mnemonic Vestment for that which means no Hunters Blessing. If we need to evacuate I can get us out with Plane Shift.

The Exchange

Male Human

I can also prepare overland flights, it’d take pretty much all my 4th level spell slots everyday to fly us that way.

The Exchange

Male Human

I can also prepare overland flights, it’d take pretty much all my 4th level spell slots everyday to fly us that way.

Alternatively I can also extend overland flight to be 26 hours long, might not be a bad idea, vast that sleep 8 hours then go.


CG Female Human Oracle (Spirit Guide) 13 and Eclipse | Init +3 (5 underground) | HP: 83|110 | AC: 37 (20 Tch, 31 FF) | CMD 21 | F:+13, R:+18, W:+15 | Per: +23
Resources:
4/7/4/4/3/3
| Conditions: Shaken, Haste| Protection from Fire 76|120
Codanous wrote:

I can also prepare overland flights, it’d take pretty much all my 4th level spell slots everyday to fly us that way.

Alternatively I can also extend overland flight to be 26 hours long, might not be a bad idea, vast that sleep 8 hours then go.

Overland Flight is level 5 and is also only Personal sadly. You should certainly have it for yourself, its one of the best ways to avoid melee enemies.


Female dwarf Warpriestess 13 | HP: 146/146 | AC: 26(30) | Init: +5 | Passive Perception 13 | Speed 25 ft |

Here is the standard list of spells Yolanda has at the moment...this is her default list, so if any of you think of something she should have just let me know...

5th — raise dead
4th — holy smite (DC 18), communal protection from energy[UC], restoration, spiritual ally[APG]
3rd — create food and water, dispel magic, invisibility purge, stone shape, symbol of healing[UM]
2nd — blessing of courage and life[APG] (DC 16), darkness, communal protection from evil[UC], lesser restoration, silence (DC 16), zone of truth (DC 16)
1st — bless, comprehend languages, detect evil, ferment (DC 15), obscuring mist, shield of faith
0 (at will) — create water, detect magic, light, purify food and drink (DC 14), read magic


CG Female Human Oracle (Spirit Guide) 13 and Eclipse | Init +3 (5 underground) | HP: 83|110 | AC: 37 (20 Tch, 31 FF) | CMD 21 | F:+13, R:+18, W:+15 | Per: +23
Resources:
4/7/4/4/3/3
| Conditions: Shaken, Haste| Protection from Fire 76|120

I would probably recommend some divine favour/divine power and some level 1 pearls of power. You dont seem to have any traits, Fate's Favored is generally great for divine casters.


Positive Conditions: Mage Armor, Protection from Energy (32 pts) 45 mins, See Invisibility 115 mins, Shield 13min, Heroism | Negative Conditions: HP: 63/80 | AC:20 T:13 FF:18,| CMD: 17 | Fort:+9 , Refl:+9 , Will: +12 | Init: +8 | Diviner’s Fortune 7/9 | Spells 1st: 12/13 | 2nd 5/7 | 3rd 4/7 | 4th 6/7 | 5th 2/5 | 6th 4/4 | 7th 2/3 |

My bad for the double post, Paizo crashed on me while I was trying to post from my phone. I’m on my way home now, I’ll post about what I can/can’t do here shortly


Positive Conditions: Mage Armor, Protection from Energy (32 pts) 45 mins, See Invisibility 115 mins, Shield 13min, Heroism | Negative Conditions: HP: 63/80 | AC:20 T:13 FF:18,| CMD: 17 | Fort:+9 , Refl:+9 , Will: +12 | Init: +8 | Diviner’s Fortune 7/9 | Spells 1st: 12/13 | 2nd 5/7 | 3rd 4/7 | 4th 6/7 | 5th 2/5 | 6th 4/4 | 7th 2/3 |

Edmond's capabilities rely more on scouting and ways to make you guys better.

He only has a few actual damaging spells, the rest is focused on scout, area denial and buffs.

For damage, its your typical Fireballs, Burning Arcs, Empowered Lightning Bolts, Chain Lightnings, Empowered Fire Snake.

For Scouting I have stuff like: Arcane Eye, Detect Secret Doors, Extended Greater Invisibility and my familiar a Raven Gerald that I can see through his eyes, communicate with telepathic/empathically and scry on as well.

For buffs, I have your usually, Haste, True Seeing, Resist Energy/Prot from Energy, See Invisibility,

As far as accommodations go, I know Tiny Hut and Rope Trick and Secure Cottage . I know neither of those are a magnificent mansion but theres only 4 of us.


Xenovia, I completely missed the Talismans on your sheet. Apologies. If you want to choose something else in the 40k range instead of the ring, please let me know.


Dwarf Fighter 10|HP 130/130|AC 32 T 13 FF 30|CMD 27/31|F+11 R+10 W+12|Init +5|Perc +20/22| +2 vs. poison and fear/+4 vs. spells/spell-like abilities

Edmond, we definitely need Cone of Cold (and empowered too) for this mission. The scroll only costs 1,125 gp for you to learn the spell. Perhaps we can buy it from the dwarf wizard.


Positive Conditions: Mage Armor, Protection from Energy (32 pts) 45 mins, See Invisibility 115 mins, Shield 13min, Heroism | Negative Conditions: HP: 63/80 | AC:20 T:13 FF:18,| CMD: 17 | Fort:+9 , Refl:+9 , Will: +12 | Init: +8 | Diviner’s Fortune 7/9 | Spells 1st: 12/13 | 2nd 5/7 | 3rd 4/7 | 4th 6/7 | 5th 2/5 | 6th 4/4 | 7th 2/3 |

Yeah, I just worried about a 60 foot cone, I have no idea what the inside of this place is gonna look like.


Dwarf Fighter 10|HP 130/130|AC 32 T 13 FF 30|CMD 27/31|F+11 R+10 W+12|Init +5|Perc +20/22| +2 vs. poison and fear/+4 vs. spells/spell-like abilities

The spaces should be not as cramped, if the giants themselves are moving through this place.


CG Female Human Oracle (Spirit Guide) 13 and Eclipse | Init +3 (5 underground) | HP: 83|110 | AC: 37 (20 Tch, 31 FF) | CMD 21 | F:+13, R:+18, W:+15 | Per: +23
Resources:
4/7/4/4/3/3
| Conditions: Shaken, Haste| Protection from Fire 76|120
Death-Lok wrote:
Xenovia, I completely missed the Talismans on your sheet. Apologies. If you want to choose something else in the 40k range instead of the ring, please let me know.

Nope, I am more than happy with the ring, it is extremely useful at this level.


CG Female Human Oracle (Spirit Guide) 13 and Eclipse | Init +3 (5 underground) | HP: 83|110 | AC: 37 (20 Tch, 31 FF) | CMD 21 | F:+13, R:+18, W:+15 | Per: +23
Resources:
4/7/4/4/3/3
| Conditions: Shaken, Haste| Protection from Fire 76|120

Yeah, I would definitely prioritise cold damage over fire for this adventure. You might consider a lesser rod of elemental spell (cold) for 3k if you have the money.


Positive Conditions: Mage Armor, Protection from Energy (32 pts) 45 mins, See Invisibility 115 mins, Shield 13min, Heroism | Negative Conditions: HP: 63/80 | AC:20 T:13 FF:18,| CMD: 17 | Fort:+9 , Refl:+9 , Will: +12 | Init: +8 | Diviner’s Fortune 7/9 | Spells 1st: 12/13 | 2nd 5/7 | 3rd 4/7 | 4th 6/7 | 5th 2/5 | 6th 4/4 | 7th 2/3 |

I could see if I can swap my Lesser Rod of Enlarge for Elemental Spell(cold).


Edmond, you can swap the rod without issues.

When you guys are ready, please post your memorized spells and I'll advance to the next morning.

Edmond, how are you going to use Teleport, since you've never been to the volcano? Perhaps Wind Walk will be a better spell. At 60 mph, you can reach the volcano in 2 hours.

Those are my thoughts.


Positive Conditions: Mage Armor, Protection from Energy (32 pts) 45 mins, See Invisibility 115 mins, Shield 13min, Heroism | Negative Conditions: HP: 63/80 | AC:20 T:13 FF:18,| CMD: 17 | Fort:+9 , Refl:+9 , Will: +12 | Init: +8 | Diviner’s Fortune 7/9 | Spells 1st: 12/13 | 2nd 5/7 | 3rd 4/7 | 4th 6/7 | 5th 2/5 | 6th 4/4 | 7th 2/3 |

Hey also for what it counts, I did know Cone of Cold, just hadn't prepared it so I switched my empower Fire snake for Empowered Cone of Cold.

I did swap my rod of enlarge for a rod of elemental cold.

Yeah teleport probably won't work to get there, I think I was thinking of greater teleport. We can fly with wind walk, or if that doesn't work, Gerald the Raven could fly to the mountain, I can look through his eyes at a suitable location and then teleport us that way. Would be like a 75% chance of succeeding!

final spell list:

Cantrips: 4: Light, Open/Close, Detect Magic, Read Magic

1st: DC19, 12+1 slots: Detect Secret Doors(BS), Alarm(1), Hold Portal, Shield, Magic Missile(x6), Enlarge Person(x2), Long Arm,

2nd: DC 20, 6+1 slots: See Invisibility(BS), Extended Mage Armor, Knock(x2), Burning Arc(x2), Resist Energy

3rd:DC 21, 6+1 slots: Arcane Sight(BS), Dispel Magic(x2), Haste, Greater Thunderstomp, Resist Energy(Communal), Tiny Hut

4th: DC 22, 6+1 slots: Arcane Eye(BS), Acid Pit(x3), Greater False Life, Greater Invisibility, Protection from Energy, communal

5th: DC 23, 4+1 slots: Thoughtsense(BS), Empowered Lightning Bolt(x2)(DC24), Extended Protection from Energy(Communal), Teleport

6th: DC 24, 3+1 slots: True Seeing(BS), Chain Lightning(DC25), Banshee Blast

7th: DC 25, 2+1 slots: Retrocognition(BS), Hungry Darkness, Empowered Cone of Cold

**the first spell in each list is my "Bonus Spell" from the divination school.


CG Female Human Oracle (Spirit Guide) 13 and Eclipse | Init +3 (5 underground) | HP: 83|110 | AC: 37 (20 Tch, 31 FF) | CMD 21 | F:+13, R:+18, W:+15 | Per: +23
Resources:
4/7/4/4/3/3
| Conditions: Shaken, Haste| Protection from Fire 76|120

I dont need to prepare any spells obviously. In that case I will use wind walk in the morning and we wont have hunter's blessing. That might also let us scout the area a bit more easily.


Actually, since Wind Walk is a cleric spell, and dwarves are famed for being clerics and warriors, the dwarves will give you a scroll of Wind Walk so Xenovia and the party can be at their utmost combat ability.


CG Female Human Oracle (Spirit Guide) 13 and Eclipse | Init +3 (5 underground) | HP: 83|110 | AC: 37 (20 Tch, 31 FF) | CMD 21 | F:+13, R:+18, W:+15 | Per: +23
Resources:
4/7/4/4/3/3
| Conditions: Shaken, Haste| Protection from Fire 76|120

Much appreciated, in which case we will also have Hunter's Blessing.


Dwarf Fighter 10|HP 130/130|AC 32 T 13 FF 30|CMD 27/31|F+11 R+10 W+12|Init +5|Perc +20/22| +2 vs. poison and fear/+4 vs. spells/spell-like abilities

If we're going to do this, we will need:

Resist energy: fire (party)
Protection from energy: fire (party)
Haste (party)
Heroism (Grymm)

I can fly when I drink my mutagen.


CG Female Human Oracle (Spirit Guide) 13 and Eclipse | Init +3 (5 underground) | HP: 83|110 | AC: 37 (20 Tch, 31 FF) | CMD 21 | F:+13, R:+18, W:+15 | Per: +23
Resources:
4/7/4/4/3/3
| Conditions: Shaken, Haste| Protection from Fire 76|120

Resist and Protection dont stack unfortunately. We can have both so that the resist will work once the protection damage portion has ended but you dont get to double dip.

We might use Haste just before going in but it is a very short duration.

I may well cast Heroism on everyone depending on how spell slots are looking just because of how useful it is.


Female dwarf Warpriestess 13 | HP: 146/146 | AC: 26(30) | Init: +5 | Passive Perception 13 | Speed 25 ft |

I have party protection from (fire) as well as protection from (evil) along with bless and the like...mostly shorted lived unfortunately


Dwarf Fighter 10|HP 130/130|AC 32 T 13 FF 30|CMD 27/31|F+11 R+10 W+12|Init +5|Perc +20/22| +2 vs. poison and fear/+4 vs. spells/spell-like abilities

I'm fine with them not stacking but the Protection will save us from a big blast of fire exposure - say being dipped into lava, so I think it worth to have both going. Avoiding 120 energy damage is huge instead of taking 90 with a failed save.

As for Haste, 13 rounds is a lot - most battles don't last that long, especially at our levels - we may be able to stretch it into 2 combats or one long one if we rush in after dealing with the first wave of giants.

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