Ruins of Azlant: the wonderful journey!

Game Master bigrig107

Roll20 link
Map of the Colony
Map of the island
Aquatic combat rules
Loot Sheet


1 to 50 of 492 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Welcome, one and all, to your future!

Feel free to introduce yourselves and discuss any build changes you may require for this party.


Female Neutral Half-Elf (Deep Shaman)4 | HP: 41/41| AC: 15 Touch, 13 Flatfooted 13 | CMB: +5, CMD: 17 | Fort: +5, Reflex: +3, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater) Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater)

Pleasure to be aboard!! Will post more in a bit


Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

Permission to come aboard, Cap'n?


CG Human Alchemist L4 | HP 31/31 | AC16 (T12,FF14), CMD19 | Fort +5, Ref +6, Will +1 | Init +2 | Per +7, SM +0 | Active Effects: none
Remaining Resources:
Extracts: 1st lvl 4/4, 2nd lvl 2/2 | mutagen 1/1; spontaneous healing 2/2

Feeling very grateful and lucky to be accepted! Looking forward to gaming with you all.

If there's anything you'd like me to tweak, just let me know--all of Ankha's details are in the character sheet in her profile.


Brewmaster 4 | HP 36/36 Nonlethal 0/36 | AC 20 T 14 FF 16 | CMB +4, CMD 18 | F: +5, R: +7, W: +5 | Init: +6 | Perc: +7| Equipped Weapon: Rapier +8 (1d6+4/18-20 P) | Speed 30ft | Panache: 2/2 | Active Conditions: *Light (20')* |
Spells:
0th: Create Alcohol/Water, Detect Magic, Detect Poison, Guidance, Read Magic | 1st (4/4): Bless, CLW, Divine Favor, Expd. Retr.

Hello, everyone!
Thanks for enlisting Braxton, GM of the Ruins!
I'm so glad I got in with Dolgrin! Truth be told, Braxton was originally a bard, but I wanted to submit something that didn't clash with Dolgrin so we'd have a chance of both getting chosen. Hopefully we find fairer seas this time around.


1 person marked this as a favorite.
Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

Dolgrin is quite an atypical bard: Wisdom-based, no inspire courage, and no versatile performance!

He was also (as you'll remember from our previous foray at this campaign) originally an alchemist! But I'm rather liking him as a bard.

I'm going to do a quick-and-dirty mock-up of the party's current capabilities to see what we have and if there are any potential holes that we have.

Lepidopteran is the only one here that I don't believe I have been in a game with yet! Hi y'all!


The only thing I will say up front is that you'll probably need to take that Conversion Inquisition you mentioned. The pool was quite light on charismatic characters that fit, and I had to make do with what I had.

Glad to have you all here, I was planning on doing a bit of pre-expedition intro roleplay. Would that be something you'd be interested in, or should we get right into the meat of the colony?


Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

I would love to have some pre-expedition and/or on-ship roleplay.

We're all hitting expected damage and to-hit benchmarks decently. Unarmored, Ku'Hania is certainly the most vulnerable. (I'm also not sure if her skills are fully marked in just yet.)

For skills:

  • Our best skills (+6 or higher) are Climb, Craft (alchemy), Diplomacy, Knowledge (arcana, engineering, history, nature, & religion), Perception, Profession (sailor), and Swim.
  • We have some skill (+1 to +5) in Acrobatics, Appraise, Bluff, Disable Device, Heal, Knowledge (dungeoneering, geography, local, nobility, planes), Lore (Azlant), Perform (oratory), Sense Motive, Sleight of Hand, and Survival.
  • We do not currently have ranks in Disguise, Escape Artist, Fly, Handle Animal, Intimidate, Linguistics, Ride, Spellcraft, Stealth, or Use Magic Device. Or rather, the humanoids don't, but the octopus spirit animal Hapalochlaena is an Escape Artist/Stealth phenom for all of our subterfuge needs. Most of these are not huge losses, though we'll eventually need some Spellcraft and Use Magic Device.

    Dolgrin will continue leaning in on contributing Knowledge. Because of a variety of race and trait choices, he's rocking a +7 on Diplomacy, but will never be great at Bluff or Intimidate.


  • CG Human Alchemist L4 | HP 31/31 | AC16 (T12,FF14), CMD19 | Fort +5, Ref +6, Will +1 | Init +2 | Per +7, SM +0 | Active Effects: none
    Remaining Resources:
    Extracts: 1st lvl 4/4, 2nd lvl 2/2 | mutagen 1/1; spontaneous healing 2/2

    I would also like to indulge in some pre-expedition/on-ship roleplay.

    I can easily swap Ankha's rank in Swim for a rank in Spellcraft instead. (Done!) If you think another skill is important, I can temporarily make do by swapping out an extract (e.g. grabbing Disguise Self to cover disguise, Reduce Person to help with stealth, etc).

    Btw, Ankha's main role with skill checks will be to possibly grant a +5 Aid Another bonus.

    Also, a question: I've picked Monkey Fish as one of her extracts, for versatility. Would it be better to take Touch of the Sea instead (less versatility but better swimming)?


    Female Neutral Half-Elf (Deep Shaman)4 | HP: 41/41| AC: 15 Touch, 13 Flatfooted 13 | CMB: +5, CMD: 17 | Fort: +5, Reflex: +3, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater) Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater)

    I'd be cool with pre-expedition RP.

    I've updated my skills (odds are when you looked it had the assorted modifiers from race/traits without the actual ranks/class bonuses.) I'll add spellcraft next level (Ku'Hania's spellcasting is srt of intuitive/spirit talking right now so she hasn't really embraced magical theory as yet).

    Right now Ku'Hania's low AC is partially thematic. Coming form a tribal culture and spending much of her time swimming (pearl diver), she's not a huge fan of wearing a lot to begin with, and the idea of being weighed down with armor is honestly terrifying, like wearing an anchor around your neck. I'm sure she'll learn and when needed, wear armor inland eventually, but once in, on or near water, she would definitely go as unencumbered as possible, depending on spells or magic items later on to boost AC/add miss chance to hitting her.

    So we've got an alchemist, a bard, a swashbuckler and a shaman. We might be lacking for full arcane later on, but right now should be fine. Undead might be a problem if we come across them anytime soon, but at lest we have 3 characters with access to Cure spells.


    Female Neutral Half-Elf (Deep Shaman)4 | HP: 41/41| AC: 15 Touch, 13 Flatfooted 13 | CMB: +5, CMD: 17 | Fort: +5, Reflex: +3, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater) Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater)
    GM of the Ruins wrote:

    The only thing I will say up front is that you'll probably need to take that Conversion Inquisition you mentioned. The pool was quite light on charismatic characters that fit, and I had to make do with what I had.

    Wow yeah. We've got quite the collection of introverts don't we? lol


    CG Human Alchemist L4 | HP 31/31 | AC16 (T12,FF14), CMD19 | Fort +5, Ref +6, Will +1 | Init +2 | Per +7, SM +0 | Active Effects: none
    Remaining Resources:
    Extracts: 1st lvl 4/4, 2nd lvl 2/2 | mutagen 1/1; spontaneous healing 2/2

    @GM of the Ruins: Question--the PRD states that

    PRD wrote:
    Extracts cannot be made from spells that have focus requirements

    but the Alchemist 'spell' list includes things like True Strike (which require a focus). Just wondering how you handle this? Can I ignore the focus requirement to prepare extracts so long as it appears on her spell list (like True Strike), or are spells like True Strike verboten as extracts (but they appear on her list so that they can be used via a magic item like a wand)? I'm fine either way--I just need a ruling.


    Seeing as how Damiel, the iconic alchemist prepares both true strike and fly, I have a feeling that isn't meant to be intended.

    Alchemists can prepare any spell on their spell list as an extract, you just need to pay for any material components with a listed price, same as spells.

    Ku'Hania wrote:
    Wow yeah. We've got quite the collection of introverts don't we? lol

    The entire recruitment was very light on Charisma based characters, actually. Was quite surprising.


    Gameplay start is up, feel free to drop in and roleplay your thoughts and feelings as well as actions on this beginning day of your new life!

    Any NPC you want to be on the ship from the list already is, for the sake of ease.


    CG Human Alchemist L4 | HP 31/31 | AC16 (T12,FF14), CMD19 | Fort +5, Ref +6, Will +1 | Init +2 | Per +7, SM +0 | Active Effects: none
    Remaining Resources:
    Extracts: 1st lvl 4/4, 2nd lvl 2/2 | mutagen 1/1; spontaneous healing 2/2
    GM of the Ruins wrote:
    Alchemists can prepare any spell on their spell list as an extract, you just need to pay for any material components with a listed price, same as spells.

    Thanks! I think I've finalized Ankha's sheet, modulo any suggestions from the other players. I did tweak one trait, replacing Alchemical Adept with Perfectionist's Brew; they do mostly the same thing, but now I can add a flat bonus to Craft (Alchemy) instead of a situational one. I also added Cure Light Wounds to her formula book so that she can make potions of it.


    Brewmaster 4 | HP 36/36 Nonlethal 0/36 | AC 20 T 14 FF 16 | CMB +4, CMD 18 | F: +5, R: +7, W: +5 | Init: +6 | Perc: +7| Equipped Weapon: Rapier +8 (1d6+4/18-20 P) | Speed 30ft | Panache: 2/2 | Active Conditions: *Light (20')* |
    Spells:
    0th: Create Alcohol/Water, Detect Magic, Detect Poison, Guidance, Read Magic | 1st (4/4): Bless, CLW, Divine Favor, Expd. Retr.
    GM of the Ruins wrote:
    The only thing I will say up front is that you'll probably need to take that Conversion Inquisition you mentioned. The pool was quite light on charismatic characters that fit, and I had to make do with what I had.

    That's fine! Conversion Inquisition is probably the best all-around Inquisition and Braxton is supposed to be a charming rogue, anyways.

    Braxton will see a moderate boost is skills with the first level of Inquisitor because Inquisitors just have good skills.

    Ku'Hania wrote:
    Right now Ku'Hania's low AC is partially thematic. Coming form a tribal culture and spending much of her time swimming (pearl diver), she's not a huge fan of wearing a lot to begin with, and the idea of being weighed down with armor is honestly terrifying, like wearing an anchor around your neck. I'm sure she'll learn and when needed, wear armor inland eventually, but once in, on or near water, she would definitely go as unencumbered as possible, depending on spells or magic items later on to boost AC/add miss chance to hitting her.

    Braxton is also uncomfortable with his armor. We can be uncomfort buddies.

    Ku'Hania wrote:
    So we've got an alchemist, a bard, a swashbuckler and a shaman. We might be lacking for full arcane later on, but right now should be fine. Undead might be a problem if we come across them anytime soon, but at lest we have 3 characters with access to Cure spells.

    I find 9th level arcane casters tend to overshadow the combined rest of the group starting around level eight, so at the moment I'm not too heartbroken to be lacking one. Hopefully we can make it without a wizard, who knows?


    Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

    I will be investing in Use Magic Device as we go, too. With my campaign trait, it's like having 10 Charisma instead of 8. So it won't be stellar, but it'll be passable.

    Then between the alchemist, bard, inquisitor, and shaman lists we'll already have a lot of spells covered. (In fact, we have native class access to 1852 of the 3040 spells listed in this database.) That, plus use magic device, plus our plethora of NPCs (oracle, ranger, & cleric, plus other alchemists & bards), I think we'll live.

    We may have to deal with some undead, but my assumption is that we'll run into a lot more aberrations than undead, considering that the player's guide says the following:

    Player's Guide wrote:
    Solid favored enemy choices in Ruins of Azlant include aberration and monstrous humanoid, and good secondary choices are humanoid (aquatic) and construct.

    I haven't met an undead yet that didn't eventually go down with a few sturdy smacks.


    1 person marked this as a favorite.

    I'm getting replies to your RP ready right now, but wanted to step in and comment on this. I wouldn't be worried about not having a full caster, there are plenty of resources (with me even being able to seed some in places if need be), and the colonists have two clerics and an oracle. I'm sure that one of the other 36 colonists could be a wizard with some NPC casting if it becomes a problem.


    2 people marked this as a favorite.

    Figured I'd run through one more reply from each of you, and then get this show on the road! Ramona will make a speech, and then the ship will depart and the adventure will begin!


    Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

    For glory!


    CG Human Alchemist L4 | HP 31/31 | AC16 (T12,FF14), CMD19 | Fort +5, Ref +6, Will +1 | Init +2 | Per +7, SM +0 | Active Effects: none
    Remaining Resources:
    Extracts: 1st lvl 4/4, 2nd lvl 2/2 | mutagen 1/1; spontaneous healing 2/2

    Sounds good!

    I do have a disclaimer: I will be traveling from May 12 - 29, so there may/will be some times during this period when I'm slow to respond (due to lack of internet etc). If I ever take too long to respond, please NPC Ankha and push ahead without me--I don't want to hold up the game for the rest of you.


    Hey guys, sorry for the delay, but I’m suffering from some food poisoning after a very unwise meal. I’ll be back to update when I feel a bit better, sorry about that!

    Also, waiting on Dolgrin and Braxton, I believe. When I get back I’ll start the Ramona speech and then we can get started on the actual meat of the adventure.


    Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

    I've been meaning to reply but have been distracted and delayed. I should get to something tomorrow.


    Brewmaster 4 | HP 36/36 Nonlethal 0/36 | AC 20 T 14 FF 16 | CMB +4, CMD 18 | F: +5, R: +7, W: +5 | Init: +6 | Perc: +7| Equipped Weapon: Rapier +8 (1d6+4/18-20 P) | Speed 30ft | Panache: 2/2 | Active Conditions: *Light (20')* |
    Spells:
    0th: Create Alcohol/Water, Detect Magic, Detect Poison, Guidance, Read Magic | 1st (4/4): Bless, CLW, Divine Favor, Expd. Retr.

    Sorry =) I was gonna post this morning but was tooooo tired.
    Hope you feel better soon!


    Female Neutral Half-Elf (Deep Shaman)4 | HP: 41/41| AC: 15 Touch, 13 Flatfooted 13 | CMB: +5, CMD: 17 | Fort: +5, Reflex: +3, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater) Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater)

    Hope you feel better soon. Food poisoning definitely sucks.


    CG Human Alchemist L4 | HP 31/31 | AC16 (T12,FF14), CMD19 | Fort +5, Ref +6, Will +1 | Init +2 | Per +7, SM +0 | Active Effects: none
    Remaining Resources:
    Extracts: 1st lvl 4/4, 2nd lvl 2/2 | mutagen 1/1; spontaneous healing 2/2

    @GM: No worries. Thanks for letting us know, and hope you feel better soon!


    2 people marked this as a favorite.

    Alright, feeling much better! Working on getting a post up now. Thanks for your patience!


    Brewmaster 4 | HP 36/36 Nonlethal 0/36 | AC 20 T 14 FF 16 | CMB +4, CMD 18 | F: +5, R: +7, W: +5 | Init: +6 | Perc: +7| Equipped Weapon: Rapier +8 (1d6+4/18-20 P) | Speed 30ft | Panache: 2/2 | Active Conditions: *Light (20')* |
    Spells:
    0th: Create Alcohol/Water, Detect Magic, Detect Poison, Guidance, Read Magic | 1st (4/4): Bless, CLW, Divine Favor, Expd. Retr.

    I've never had food poisoning but I've heard it's real bad. Glad you're feeling better


    1 person marked this as a favorite.

    Sorry about that, took an extra bit to get the post up.

    Presuming you don’t have anything else to say to your fellow colonists, and besides a few extra goodbyes here and there to people and family staying behind in Andoran, I think we’re ready to head to Talamandor’s Bounty!

    It might feel a tad bit weird to skip ahead so far, but the three week journey to the island colony doesn’t actually have anything of note take place during it. Plenty of adventure to be had on the island, so I figured it was fine to leave it that way. Should you guys want me to drum up some encounters or problems or what have you on the way, I can definitely do that.


    Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

    Food poisoning is absolutely the worst, having fallen victim to it previously.

    Happy to get to our island destination!


    1 person marked this as a favorite.
    CG Human Alchemist L4 | HP 31/31 | AC16 (T12,FF14), CMD19 | Fort +5, Ref +6, Will +1 | Init +2 | Per +7, SM +0 | Active Effects: none
    Remaining Resources:
    Extracts: 1st lvl 4/4, 2nd lvl 2/2 | mutagen 1/1; spontaneous healing 2/2

    I'm happy to jump ahead to the island colony!


    1 person marked this as a favorite.

    Land ho!


    1 person marked this as a favorite.

    Oh yeah, something I forgot to ask earlier. The adventure suggests asking what kind of equipment/weapons/magic items you guys will need as you level, and replace some other generic treasure in order to seed them in the loot table throughout the game.

    Seeing as how you're going to be away from any major city the majority of the time, it might be useful to have some suggestions on what you might be looking for eventually, outside of the basic magic weapons and belts/headbands and stuff.


    Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

    Oh excellent! I can absolutely come up with a wishlist!


    It's not a guarantee, and I won't just throw them around, but if there's an appropriate place I will put them there sometimes.

    Also, a bit metagamey, but you will have a limited opportunity to sell loot and order things to be bought from a big city soon enough for it to only be an inconvenience, and not crippling.


    Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

    Oh, of course! Knowing what players are interested in can always enhance gameplay, but I wouldn't expect to find a Lepidstadt Investigator's Hat anywhere in ancient ruins. I tried to focus on things that could have reasonably existed 10000 years in Golarion's past.

    Thanks for the head's up ^_^


    Female Neutral Half-Elf (Deep Shaman)4 | HP: 41/41| AC: 15 Touch, 13 Flatfooted 13 | CMB: +5, CMD: 17 | Fort: +5, Reflex: +3, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater) Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater)

    I'll definitely put together a list. Shaman class is kind of weird and what it might need item-wise.


    Brewmaster 4 | HP 36/36 Nonlethal 0/36 | AC 20 T 14 FF 16 | CMB +4, CMD 18 | F: +5, R: +7, W: +5 | Init: +6 | Perc: +7| Equipped Weapon: Rapier +8 (1d6+4/18-20 P) | Speed 30ft | Panache: 2/2 | Active Conditions: *Light (20')* |
    Spells:
    0th: Create Alcohol/Water, Detect Magic, Detect Poison, Guidance, Read Magic | 1st (4/4): Bless, CLW, Divine Favor, Expd. Retr.

    I guess whilst were talking about gear, was anyone planning on taking any crafting feats?

    Let's seeeeee...:

    ==Weapon==
    A Magic Mithral Rapier, with Keen and Cruel Enchantments (in that order of importance).

    ==Armor==
    Magic Mithral Chainmail

    ==Armor==
    Magic Mithral Buckler

    ==Headband==
    Headband of Wisdom

    ==Eyeballs==
    Lenses of the Predator's Gaze.

    ==Shoulders==
    Cloak of Resistance

    ==Chest==
    Corset of Delicate Moves
    Bane Baldric

    ==Belt==
    Belt of Incredible Dexterity
    Belt of Physical Might (Dex, Con)

    ==Feetsies==
    Boots of Striding and Springing
    Boots of Speed.

    ==Gloves==
    Bloodstained Gloves.

    ==Phalanges==
    Ring of Evasion.

    I'll put this list at the bottom of Braxton's profile. There's also a planned possible build in his profile if anyone cares. Open to suggestions if anyone has any :p


    Female Neutral Half-Elf (Deep Shaman)4 | HP: 41/41| AC: 15 Touch, 13 Flatfooted 13 | CMB: +5, CMD: 17 | Fort: +5, Reflex: +3, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater) Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater)

    Specific wish list:

    Headband of Wisdom
    Handy Haversack
    Bracers of armor
    Amulet of natural armor
    Ring of Protection
    Aquatic Ring of Resistance


    CG Human Alchemist L4 | HP 31/31 | AC16 (T12,FF14), CMD19 | Fort +5, Ref +6, Will +1 | Init +2 | Per +7, SM +0 | Active Effects: none
    Remaining Resources:
    Extracts: 1st lvl 4/4, 2nd lvl 2/2 | mutagen 1/1; spontaneous healing 2/2
    Braxton Horatio Wynters wrote:
    I guess whilst were talking about gear, was anyone planning on taking any crafting feats?

    Ankha is already set up for crafting alchemical items and brewing potions. I haven’t planned her build past the first few levels (Bodyguard and Aquatic Combatant are feats reserved for levels 3 & 5), so if there’s a crafting feat you’d really like her to take, please let me know.

    Here’s a quick list of useful stuff for Ankha off the top of my head. I’ll put this at the bottom of my profile and add to it when I think more seriously about her build.

    Ankha’s wishlist:
    Gold (can be fluffed as raw materials) and time for crafting
    Ioun Torch
    Traveler’s Any-Tool
    Healer’s Kit + Surgeon’s Tools
    Alchemist’s Lab (to be fluffed as something she constructs)
    plenty of Sureseal Bladders
    Cloak of Resistance
    Magic Mithral Chain Shirt
    Magic Keen Adamantine Fauchard

    Edit: I was traveling all day yesterday and I'm pretty busy today, but I'll try to get an IC post up later this afternoon/evening. Don't wait for me though.


    Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

    I didn't add magic weapons, armor, and the rest of the big ticket items because they're pretty obviously desired.

    I'll be grabbing Craft Wondrous Items sometime at or after Level 7. I feel like no self-respecting dwarf could avoid taking at least one crafting feat at some point.


    2 people marked this as a favorite.

    Thanks for the lists! It'll be pretty useful for keeping you equipped.

    Sent Braxton a PM asking a few questions, btw.

    Oh yeah, and here's the Roll20 page for this campaign. Sorry if I haven't mentioned using Roll20, I just assume everyone does on the boards nowadays.


    1 person marked this as a favorite.
    Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

    First combat woo!

    When you have an opportunity, can you put the link the Roll20 page in either your profile header or the campaign header? Thanks!

    Just bemoaning my poor initiative roll, don't mind me.

    If you wouldn't mind using this token, that'd be great!

    For now, can we know the DC of the swim check to enter and move about the water? Or will you adjust our attack and damage on your end if we fail? With a piercing weapon, I'm likely to just move into the water, even if I can stand on the edge of the boat and reach the creatures.


    Yeah, this adventure gets the combat started early.
    Good idea! Added the link to the header. Put that token in, and gave you control of it.

    If you fall in the water, it's equal to about chest height water, and follows the basic water combat rules: Swim DC 10 for calm water, and -2 attack plus only half damage for slashing/bludgeoning, or normal attack and damage for piercing.


    CG Human Alchemist L4 | HP 31/31 | AC16 (T12,FF14), CMD19 | Fort +5, Ref +6, Will +1 | Init +2 | Per +7, SM +0 | Active Effects: none
    Remaining Resources:
    Extracts: 1st lvl 4/4, 2nd lvl 2/2 | mutagen 1/1; spontaneous healing 2/2
    Dolgrin Briskalberd wrote:
    [ooc]I'll be grabbing Craft Wondrous Items sometime at or after Level 7. I feel like no self-respecting dwarf could avoid taking at least one crafting feat at some point.

    Excellent! Aside from alchemical items, Ankha will actually be better at helping others craft than doing it herself. (With Crafter's Fortune and a successful Aid Another she'll be able to grant a +10 bonus to Dolgrin's craft check.)

    I'm also having trouble with Roll20, so if someone could post a quick and dirty ASCII map for me that would be great. E.g. something like

    __DA__
    __KB__
    ____XX

    where X = enemy and PCs are denoted by the first letter of their first name.


    Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

    I'm the only one with a token on Roll20 just yet (other than the enemies) but I'd assume that we might be somewhere approximately like so:

    ...spacing so that they're all on visible together...

    ---one more for max widescreen---

    X__AK___
    _________
    ___BD__X

    That's just based on the who would be the closest target to 1 and 2 respectively if we assume that X1 is on the left and X2 is on the right.

    So we're 15 ft away from them at the closest. Not quite close enough. But they'll be on us soon enough unless they decide to keep up with the ranged attacks.

    Ankha could ready that attack for when they approach, perhaps.


    Female Neutral Half-Elf (Deep Shaman)4 | HP: 41/41| AC: 15 Touch, 13 Flatfooted 13 | CMB: +5, CMD: 17 | Fort: +5, Reflex: +3, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater) Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater)

    I can access the map but can't seem to place an icon there.


    This is the site that I usually use to generate tokens, if anyone needs to make one.

    Otherwise, there are two reasonably easy ways to enable us to load images on Roll20:
    1) Post the file somewhere publicly accessible (like I did with my Google Drive link above) and let the GM take care of it
    2) The GM could create character sheets for us all in Roll20 and allow us to edit them, enabling us to upload our images directly into Roll20

    Either works, but the former is probably slightly less effort overall.


    Brewmaster 4 | HP 36/36 Nonlethal 0/36 | AC 20 T 14 FF 16 | CMB +4, CMD 18 | F: +5, R: +7, W: +5 | Init: +6 | Perc: +7| Equipped Weapon: Rapier +8 (1d6+4/18-20 P) | Speed 30ft | Panache: 2/2 | Active Conditions: *Light (20')* |
    Spells:
    0th: Create Alcohol/Water, Detect Magic, Detect Poison, Guidance, Read Magic | 1st (4/4): Bless, CLW, Divine Favor, Expd. Retr.

    Here is a token for Braxton!


    I have put a token in for both Ku'Hania and Ankha for now, but I just used your profile pic icon. If you'd like me to add something else and assign it to you like I did with the icons, just send a link here and I can add it and assign it to you. I've also added Braxton's icon, and given control of it to him, you should be able to move it just like Dolgrin.

    If you can't see Roll20, Ankha, can you at least use imgur? I could always just post a screenshot of the map on ROll20 for you, so you can see it there and have the use of it, that might work just as well.

    Like this?

    Also they were supposed to be within 10 feet, so one of them is within range, Ankha. That was my mistake.

    1 to 50 of 492 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post Discussion / Ruins of Azlant: a wonderful journey awaits! Discussion All Messageboards

    Want to post a reply? Sign in.