Dark Tower

Game Master brvheart

Roll20

Watch Order:
1st: Jhenn, Fralk
2nd: Ciri, Faffnyr
3rd: Thoron, Slim

Order of March:
single:
Thoron, Fralk, Slim, Ciri, Jhenn, Faffnyr
double:
Thoron and Fralk, Slim and Ciri, Jhenn and Faffnyr with bringing up the rear.


Something seemed odd about this town, Mitra’s Fist. And the tavern they were in, The Overlord’s Inn, was certainly
a bit strange as well. [Everyone in the town seemed to stare at them as they walked through, and he had heard more
than one comment about how they didn’t get any visitors here anymore. He began to wonder if they had made a
mistake coming here, but what choice did they have after their guide had died from a scorpion’s bite and a sandstorm
had driven them into this mysterious mountain pass?


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Grand Lodge

Male Dwarf Cleric/6

Ok thanks, I thought you did, but got confused. (Easily done at my age.)

Rhaym, those rolls are actually a tad above the average. 5*5.5(5.5 is the average of a d10.)=27.5. If you want more hit points having a high constitution helps a lot. Also you can take toughness as a feat.


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10

Honestly no ARMOR in the set, just magic items

Kinda like in Diablo where you get bracers that Grant extra powers when combined, but this was before video games grabbed the concept.


Male Human Rogue6/Clr1 Current Map
Tal'ariel Rhuidon wrote:

Hm, so if the rest of the set involves shiny armor that disrupts spellcasting, I may regret putting the ring on!

My availability ebbs and flows, but I'll do my best to keep us going!

Nothing that would affect your spellcasting negatively


Male Human Paladin (Shining Knight) L7 | AC25 (T11FF24) CMD23| hp 32/71 | Saves: F10R7W7 | Percep -1 | Init +2 | Channel 3/3 | LoHands 5/7 | Smite 3/3 | Status: Aura of Courage +4 (10ft.r. ), Haste, Prayer

Yeah, gotta accept the hps here.

Someone said there is a ring?


Male Human Paladin (Shining Knight) L7 | AC25 (T11FF24) CMD23| hp 32/71 | Saves: F10R7W7 | Percep -1 | Init +2 | Channel 3/3 | LoHands 5/7 | Smite 3/3 | Status: Aura of Courage +4 (10ft.r. ), Haste, Prayer

Appearance and background is ready.


Male Human Rogue6/Clr1 Current Map
Sir Rhaym wrote:
Appearance and background is ready.

Your appearance at present is rather beaten and bedraggled tied up in the back of the goblin practice hall having been used as a practice dummy. Your gear is all haphazardly stocked in the corner. Current HP 0, damage 7 and 50 non lethal.

Sir Rhaym de Wymund a tad over eager, set out from the capitol city Khartous three weeks ago accompanied only by his man servant to rid the world of evil or more specifically to recover holy relics of Mitra for the temple. Ignoring the advise to get help, he was eager to "make a difference fighting evil directly as he has trained to instead of performing his “Shining Knight” role in court." About three days ago he was beset upon by a host of riders with nets, captured and rendered unconscious.

Welcome to the party camris!


Male Human Rogue6/Clr1 Current Map

Roll20 link

https://app.roll20.net/join/14799271/fFyvDA


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

I see GM gave you a warm welcome!


Male Human Paladin (Shining Knight) L7 | AC25 (T11FF24) CMD23| hp 32/71 | Saves: F10R7W7 | Percep -1 | Init +2 | Channel 3/3 | LoHands 5/7 | Smite 3/3 | Status: Aura of Courage +4 (10ft.r. ), Haste, Prayer

How much in the way of Channels, Lay on Hands and smites do I have left?


Male Human Rogue6/Clr1 Current Map

You will have to ask Thoron to be sure, but the party just rested before these last couple of fights and sustained few injuries. The party started with a cleric, a paladin and a warpriest so healing was not an issue. I made your wounds mostly non lethal so that a cure light should take care of most if not all of them.

Grand Lodge

Male Dwarf Cleric/6

He wasn't in the channel I did earlier was he? I've got umm 4 channels left and one CLW that I've memorized. I can get a 2 more CLW by spell swapping if needed. After we rest I'll have more due to going up a level.


Male Human Rogue6/Clr1 Current Map

Ok, we have always house ruled non lethal was healed at a Rate of around 4 to 1 in addition to the actual damage


Human Swashbuckler 9 | HP 57 / 78 AC 26 T17 FF21 | Panache 3/4 | CMB +9 CMD 28 | F +9 R +12 W +8(11*) init +7 | Resource Tracker
Skills:
Acrobatics +14 Diplomacy +15 Escape Artist +9 Intimidate +15 Kn: Local +1 Perception +13 Ride +9

Re XP and character advancement, are we on the Medium track? If so there's 12000 xp between 6 and 7 and unless I missed something (entirely possible) I think Jim isn't quite there yet.

XP awards:
Page 1: spider 50xp
Page 2: swarm 150xp
Page 3: undead gunslinger 480xp
Page 4: scorpion 480xp
Page 8: fight at the inn 2686 xp
Page 12: fight with the sheriff 5314 xp
Page 16: ghouls 200xp
Page 17: ghoul 125xp
Page 19: big battle 1385 xp
Page 19: trap 1067 xp

Total: 50+150+480+480+2686+5314+200+125+1385+1067 = 11937

Grand Lodge

Male Dwarf Cleric/6

Yeah we're on the medium track, I've already asked Brvheart about that. I have my exp as 36737 after the experience for disarming the trap. We all started at the bottom of level 6. Everyone should be ready to level.

Grand Lodge

Male Dwarf Cleric/6

But you also have to remember I came in from another place, so I had some experience, I started where Brvheart told me too.


Male Human Rogue6/Clr1 Current Map
"Slim" Jim wrote:

Re XP and character advancement, are we on the Medium track? If so there's 12000 xp between 6 and 7 and unless I missed something (entirely possible) I think Jim isn't quite there yet.

** spoiler omitted **

That close? How about I give everyone 100 xp for rescuing Ray here.

Everyone else level up.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Booyah!

Hey Felix, want the +2 Ring of Protection? From one pirate to another?


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10

He has a earing of protection 1 listed, we had 3 rings +1 last go round and 2 +2 rints, I think the cleric and tal got those, but I will check.

7th level: 1d6 + 3 ⇒ (2) + 3 = 5


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Here's my proposed level-up:

Arcane Trickster
HP: 1d6 + 3 ⇒ (4) + 3 = 7
Ref / Will +1
3rd level spells
Ranged legerdemain (can Disable Device or Sleight of hand at 30' range with a -5 penalty)
Feat: Spell Penetration
Skills: Disable Device, K. Religion, Perception, Spellcraft x3, Stealth


Male Human Paladin (Shining Knight) L7 | AC25 (T11FF24) CMD23| hp 32/71 | Saves: F10R7W7 | Percep -1 | Init +2 | Channel 3/3 | LoHands 5/7 | Smite 3/3 | Status: Aura of Courage +4 (10ft.r. ), Haste, Prayer

Add one level of Paladin.

HP roll: 1d10 ⇒ 1
Add +1/+1 BAB

Add another Smite Evil/day.
Add a rank of Use Magic Device
Add a rank of Diplomacy.
Add a rank of Sense Motive.

Add Feat: Toughness


Male Human Paladin (Shining Knight) L7 | AC25 (T11FF24) CMD23| hp 32/71 | Saves: F10R7W7 | Percep -1 | Init +2 | Channel 3/3 | LoHands 5/7 | Smite 3/3 | Status: Aura of Courage +4 (10ft.r. ), Haste, Prayer

Re-rolling HP roll: 1d10 ⇒ 4


Human Swashbuckler 9 | HP 57 / 78 AC 26 T17 FF21 | Panache 3/4 | CMB +9 CMD 28 | F +9 R +12 W +8(11*) init +7 | Resource Tracker
Skills:
Acrobatics +14 Diplomacy +15 Escape Artist +9 Intimidate +15 Kn: Local +1 Perception +13 Ride +9

HP: 1d10 + 2 ⇒ (6) + 2 = 8
BAB +1
FCB: +1 skill point
Skills: +1 Acrobatics, +1 Diplomacy, +1 Escape Artist, +1 Intimidate, +1 Kn: Local, +1 Perception
Feat: Steadfast Personality (Cha bonus instead of wisdom bonus for mind affecting saving throws, gives him +9 will save vs mind affecting which I think is quite respectable for a swashbuckler)

Class features: Superior Feint (not sure when this will ever get used), Swashbucklers Grace (move at full speed when using acrobatics to move through enemy space), Targeted Strike, Nimble +2 (AC goes up by one)

Most hoped for items: Cloak of resistance +2, Ring of protection +2


hp Haltashaar: 1d10 ⇒ 9


Male Human Rogue6/Clr1 Current Map
"Slim" Jim wrote:

[dice=HP]1d10+2

BAB +1
FCB: +1 skill point
Skills: +1 Acrobatics, +1 Diplomacy, +1 Escape Artist, +1 Intimidate, +1 Kn: Local, +1 Perception
Feat: Steadfast Personality (Cha bonus instead of wisdom bonus for mind affecting saving throws, gives him +9 will save vs mind affecting which I think is quite respectable for a swashbuckler)

Class features: Superior Feint (not sure when this will ever get used), Swashbucklers Grace (move at full speed when using acrobatics to move through enemy space), Targeted Strike, Nimble +2 (AC goes up by one)

Most hoped for items: Cloak of resistance +2, Ring of protection +2

Slim, I only count to 67 hp. Did I miss something?

Superior Feint - this would work well coordinating with Felix so he can get sneak damage. Tal could get some but no where near as much.


Male Human Rogue6/Clr1 Current Map
Tal'ariel Rhuidon wrote:

Here's my proposed level-up:

Arcane Trickster
[dice=HP]1d6+3
Ref / Will +1
3rd level spells
Ranged legerdemain (can Disable Device or Sleight of hand at 30' range with a -5 penalty)
Feat: Spell Penetration
Skills: Disable Device, K. Religion, Perception, Spellcraft x3, Stealth

Just need to add your spells


Male Half-orc Rogue (Thug) 7

Felix
Level 7 Rogue (Thug)
HP: 1d8 + 2 ⇒ (3) + 2 = 5
Favorite CB (1/6 of an extra rogue talent)
Skills:
Acro, Bluff, Disable D., Escape A., Intimidate, Perception, Stealth, Swim, Use Magic Device,
Reroll HP: 1d8 + 2 ⇒ (1) + 2 = 3 I keep the 3 :-)
Feat: Hurtful


Male Human Rogue6/Clr1 Current Map
Felix "Lucky Gits" Season wrote:

Felix

Level 7 Rogue (Thug)
[Dice=HP]1d8+2
Favorite CB (1/6 of an extra rogue talent)
Skills:
Acro, Bluff, Disable D., Escape A., Intimidate, Perception, Stealth, Swim, Use Magic Device,
[Dice= Reroll HP]1d8+2 I keep the 3 :-)
Feat: Hurtful

Feat: Hurtful Prerequisite(s): Str 13, Power Attack.

also you are entitled to another rogue talent at this level


Male Human Rogue6/Clr1 Current Map
Felix "Lucky Gits" Season wrote:

Felix

Level 7 Rogue (Thug)
[Dice=HP]1d8+2
Favorite CB (1/6 of an extra rogue talent)
Skills:
Acro, Bluff, Disable D., Escape A., Intimidate, Perception, Stealth, Swim, Use Magic Device,
[Dice= Reroll HP]1d8+2 I keep the 3 :-)
Feat: Hurtful

Feat: Hurtful Prerequisite(s): Str 13, Power Attack.

also you are entitled to another rogue talent at this level

And another trait

Fate's Favored
The fates watch over you
are the same trait


Male Half-orc Rogue (Thug) 7

Arg read the prereqs from the feat above.
Then its dazzling display.
Also Fates favoreds fluff text is the fates watch over you ;-)
Its not two traits its one trait and its fluff text.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

@Slim Jim--please take Tal'ariel's Ring of Protection +2! It is mostly redundant for her given the special ring she now has.


Male Human Rogue6/Clr1 Current Map
Felix "Lucky Gits" Season wrote:

Arg read the prereqs from the feat above.

Then its dazzling display.
Also Fates favoreds fluff text is the fates watch over you ;-)
Its not two traits its one trait and its fluff text.

That's fine. You still are allowed another trait and now a rogue talent.


Human Swashbuckler 9 | HP 57 / 78 AC 26 T17 FF21 | Panache 3/4 | CMB +9 CMD 28 | F +9 R +12 W +8(11*) init +7 | Resource Tracker
Skills:
Acrobatics +14 Diplomacy +15 Escape Artist +9 Intimidate +15 Kn: Local +1 Perception +13 Ride +9

Ok thanks Tal!

Re HP yeah I made a mistake in my herolab setup when initially rolling Slim. Corrected now!


Male Half-orc Rogue (Thug) 7

Second trait is trapfinder. Thug gives up trapfinding, that way I have it back.


Human Swashbuckler 9 | HP 57 / 78 AC 26 T17 FF21 | Panache 3/4 | CMB +9 CMD 28 | F +9 R +12 W +8(11*) init +7 | Resource Tracker
Skills:
Acrobatics +14 Diplomacy +15 Escape Artist +9 Intimidate +15 Kn: Local +1 Perception +13 Ride +9

Brv would you mind re rolling that attack Vs Slim? I don't know if it hit or not.


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10

Lvl 7 chose Spell Strike and Craft Wondrous Item


Male Human Rogue6/Clr1 Current Map
"Slim" Jim wrote:
Brv would you mind re rolling that attack Vs Slim? I don't know if it hit or not.

Yeah, seems it missed lol


Male Human Paladin (Shining Knight) L7 | AC25 (T11FF24) CMD23| hp 32/71 | Saves: F10R7W7 | Percep -1 | Init +2 | Channel 3/3 | LoHands 5/7 | Smite 3/3 | Status: Aura of Courage +4 (10ft.r. ), Haste, Prayer

So, does this game use Fumbles? Asking for a friend.


Male Human Rogue6/Clr1 Current Map
Sir Rhaym wrote:
So, does this game use Fumbles? Asking for a friend.

As a reminder, my house rules are listed in Gameplay.

2) Fumbles: Rolling a natural 1 in combat will result in a fumble ending the player action for the turn.

So with the '1' you are done for the round. Very simple fumbles. I have rules for much more complex fumbles if you all wish, <WEG>

Grand Lodge

Male Dwarf Cleric/6

No thank you on the complex fumbles. :)


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Did we officially level up yet or is that after we rest? I ask because Tal technically won't have Knowledge (religion) until after the level-up.


Male Human Rogue6/Clr1 Current Map

The DC is low enough that is not a problem:) Can roll and Int check or untrained


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10
brvheart wrote:
Sir Rhaym wrote:
So, does this game use Fumbles? Asking for a friend.

As a reminder, my house rules are listed in Gameplay.

2) Fumbles: Rolling a natural 1 in combat will result in a fumble ending the player action for the turn.

So with the '1' you are done for the round. Very simple fumbles. I have rules for much more complex fumbles if you all wish, <WEG>

NO THANK YOU PLEASE


Male Human Rogue6/Clr1 Current Map

so did some figures, from the Treasure chest in Town you should have about 90gp, 2pp, and 200sp each added to your sheets.

Grand Lodge

Male Dwarf Cleric/6

Hey troops I'm going to a shooting match tomorrow. Will be out of pocket until in the late afternoon.


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10

SILENCE
School: illusion (glamer)
Level: Bard: 2; Cleric: 2; Antipaladin: 2
Casting Time: 1 round
Components: V, S
Area: 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 round/level (D)
Saving Throw: Will negates; see text or none (object)
Spell Resistance: yes; see text or no (object)
Mythic: Has Mythic version
Source: Core Rulebook
Summary: Negates sound in 20-ft. radius.

Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary.

An unwilling creature can attempt a Will save to negate the spell and can use spell resistance.

School: illusion (glamer)
Level: Bard: 4
Casting Time: 1 round
Components: V, S
Range: personal
Area: 5-ft.-radius emanation centered on you
Duration: 1 hour/level (D)
Source: Core Rulebook
Summary: Keeps eavesdroppers from overhearing you.
you manipulate sound waves in your immediate vicinity so that you and those within the spell's area can converse normally, yet no one outside can hear your voices

Anyone who enters the zone immediately becomes subject to its effects, but those who leave are no longer affected.

Note, however, that a successful DC 20 Linguistics check to read lips can still reveal what's said inside a zone of silence.

The first spell prevents casting but allows a save and covers the area in silence and the second spell is only 5 ft from the point being cast and allows conversation in its area just keeps it private.

So what is the save dc


Male Human Rogue6/Clr1 Current Map

An unwilling creature can attempt a Will save to negate the spell and can use Spell Resistance, if any.

That only applies if the spell is cast upon you. There is no save if it is cast on an object or a point in space.


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10

Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells. See Table: Special Ability Types for a summary of the types of special abilities.

Table: Special Ability Types
Extraordinary Spell-Like Supernatural
Dispel No Yes No
Spell resistance No Yes No
Antimagic field No Yes Yes
Attack of opportunity No Yes No
Dispel: Can dispel magic and similar spells dispel the effects of abilities of that type?
Spell Resistance: Does spell resistance protect a creature from these abilities?
Antimagic Field: Does an antimagic field or similar magic suppress the ability?
Attack of Opportunity: Does using the ability provoke attacks of opportunity the way that casting a spell does?


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10

So who else has a DISPEL MAGIC


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10
Tal'ariel Rhuidon wrote:

Booyah!

Hey Felix, want the +2 Ring of Protection? From one pirate to another?

& Slim Jim--please take Tal'ariel's Ring of Protection +2! It is mostly redundant for her given the special ring she now has.

So which of the 2 claimed the ring +2, as treasurer, I just want to keep track?

Not to mention Tal also has that ring of couterspells.

You can own many but only wear 2 unless you get a hand of the mage, which I could make given access to components. Unfortunately it requires the desiccated hand off a elven mage, don't have any of those lying around.

Edit looks like slim added it to his sheet and the cleric has the second one, so does anyone need a +1 Ring of protection.


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10

So one problem with the crowd of images, logically where did they come from, it's a result of a magic effect, spell or summoning that occurred the instant the trap on the door was set off. So what kind of spells do that?

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