Ironfang Invasion

Game Master GM Red

Phaendar Map

Who's who

Loot Sheet and Provisions

Combat Map!

Initiative:

[dice=Gronilda] 1d20 + 2[/dice]
[dice=Grymwold] 1d20 + 2[/dice]
[dice=Lizzie] 1d20 + 4[/dice]
[dice=Saelihn] 1d20 + 3[/dice]
[dice=Zarena] 1d20 + 2[/dice]


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Map | Loot | NG Female Aasimar Serpentine Sorcerer 3 | HP 2/17 | AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +5 | CMB 2 / CMD 14 | Initiative +2 | Perception +10/+12 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Level up:

Serpentine Sorcerer 3

Bloodline Spell: Hypnotism

Bloodline Power: Serpentfriend
--Can use Speak with Animals at will (Reptilian animals)
--Gain a Viper familiar (bonus feat: Alertness when familiar is within arm's reach)

Saves:
Fort +1
Ref +1

Spells per day +1

Spells known +1 (1st) (Expeditious Construction)
+Favored class bonus of 1 zero-level (Light)

Roll for HP: 1d6 + 1 ⇒ (4) + 1 = 5

Feat: Martial Weapon Proficiency (Longbow)
Note that although I now have the proficiency, I do not have the weapon yet.

Skill points (8): spellcraft, perception, diplomacy, handle animal (2), Knowledge Arcana, Bluff, Knowledge: Geography


Devout Warrior of Torag | LG Male Dwarf HP 36/36 |AC 21 (23vs Crit Conf) | T 13 | FF 19| CMD 15 SPD 20ft| Init +2 | Perc +5, Stonecunning +2| Darkvision | Hardy+2, | F +6 | R +3 | W +3 | |

Fighter lvl 3

hp: 1d10 + 3 ⇒ (7) + 3 = 10

Saves:
Fort 3
Ref 1
Will 1

Armor Training 1

Skills 3:
+1 Perception
+1 Survival
+1 Climb

Background Skills:
+1 Craft
+1 Know Engineering

Feat: Improved Bull Rush


Halfling Unch rogue (bandit) Hp 24/24 AC 18, T 15, FF 14, F+4, Ref +8, Will +4 (+2 extra vs fear), Perc +9, Stealth +14, Init +4, speed 20 feet.

GM, i've got a question, before i choose feats.

My current archetype feels not to suited for the campaign, though i could be wrong thinking this so soon. It's a build i saw/guessing figured out, but it relies on starting combat/ambush tactics.

Am i correct to assume, that the AP is mostly on the road, and combat is often by running into things? If so, i will need to reconsider the archetype and feats i will take going forth.

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

Yes I get what you mean, you've mainly been in reactive combat encounters so far given you've been traveling nonstop.

Without giving too much away, there will be some opportunities to use ambush tactics in this book and then more in Book 2. I think the timing of you being able to use the Ambush ability at 4th level will work out well.

Sovereign Court

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Ironfang Invasion | Loot/Provisions | Combat Map
Zarena wrote:

Feat: Martial Weapon Proficiency (Longbow)

Note that although I now have the proficiency, I do not have the weapon yet.

Could be a good opportunity to make use of Kining's Craft (weapons) skill next in-game day.


Halfling Unch rogue (bandit) Hp 24/24 AC 18, T 15, FF 14, F+4, Ref +8, Will +4 (+2 extra vs fear), Perc +9, Stealth +14, Init +4, speed 20 feet.

Level 3 gains:

HP +6
BaB +1
Fort +1, Will +1
FCB: +1 HP

Class features:
Danger sense +1: (At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level)

Sneak attack +1d6
Finesse training: Daggers add my dex to dmg with chosen weapon (daggers)
Feat: Go Unnoticed (During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them.)

Skillpoints 9:
Acrobatics +1
Bluff +1
Disable Device +1
Kn. Planes +2
Perception +1
Sense Motive +1
Stealth +1
UMD +1

Background skills:
Linguistics +1 (elven)
Sleight of hand +1


Female Human Hunter 3 |32/32 HP | AC 18 T 13 FF 15 | Fort +5 Ref +6 Will +3 | Initiative +3 | Perception +8| Animal Focus: 3 mins /day ; Used:1 (Owl)

@Zarena

Since we have at least a few hours, if not a day of downtime, don't forget the following items that have magical auras, yet to be identified.

Wand, 15 arrows, 4 scrolls, amulet


Devout Warrior of Torag | LG Male Dwarf HP 36/36 |AC 21 (23vs Crit Conf) | T 13 | FF 19| CMD 15 SPD 20ft| Init +2 | Perc +5, Stonecunning +2| Darkvision | Hardy+2, | F +6 | R +3 | W +3 | |

visiting family. Posting rate will be slower for a couple of days. most likely right b4 bed


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Devout Warrior of Torag | LG Male Dwarf HP 36/36 |AC 21 (23vs Crit Conf) | T 13 | FF 19| CMD 15 SPD 20ft| Init +2 | Perc +5, Stonecunning +2| Darkvision | Hardy+2, | F +6 | R +3 | W +3 | |

I think our melee cleric should take the amulet +2 na

Last fight demonstrated a need to improve her ac.

Grym will eventually boost his ac when he finds some heavy armor


Halfling Unch rogue (bandit) Hp 24/24 AC 18, T 15, FF 14, F+4, Ref +8, Will +4 (+2 extra vs fear), Perc +9, Stealth +14, Init +4, speed 20 feet.

I agree with 'uncle Grym'. She can really make use of it well.


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Female Human Hunter 3 |32/32 HP | AC 18 T 13 FF 15 | Fort +5 Ref +6 Will +3 | Initiative +3 | Perception +8| Animal Focus: 3 mins /day ; Used:1 (Owl)

Would anyone mind Saélihn taking the magic arrows?


HP 24/24 AC 21 TAC 12 FF 19 | CMD 16 | F +4 R +3 W +6 (+2 vs poison, spells) | EP 7/7 Ch 3/3 L1 4/4 L2 3/3 | Ini: +2 (+2 if surprise) | Senses: Darkvision 60' +9 |
Skills:
Diplomacy +8, Handle Animal +3, Heal +8/+13, K. engineering +5, K. history +5, K. nature +8, K. religion +7, Ling +5, Sense Motive +9, Spellcraft +5
Female Dwarf Cleric of Erastil 3 | -

Thanks a lot Grym, Erastil will pay you with good heals :D


HP 24/24 AC 21 TAC 12 FF 19 | CMD 16 | F +4 R +3 W +6 (+2 vs poison, spells) | EP 7/7 Ch 3/3 L1 4/4 L2 3/3 | Ini: +2 (+2 if surprise) | Senses: Darkvision 60' +9 |
Skills:
Diplomacy +8, Handle Animal +3, Heal +8/+13, K. engineering +5, K. history +5, K. nature +8, K. religion +7, Ling +5, Sense Motive +9, Spellcraft +5
Female Dwarf Cleric of Erastil 3 | -

Level 3

HP +7
Feat Cleave
Spells Level 2!
Skills
Diplomacy
Sense Motive
Spellcraft
Handle Animal
Linguistics (Sylvan)


Map | Loot | NG Female Aasimar Serpentine Sorcerer 3 | HP 2/17 | AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +5 | CMB 2 / CMD 14 | Initiative +2 | Perception +10/+12 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5
Saélihn wrote:

@Zarena

Since we have at least a few hours, if not a day of downtime, don't forget the following items that have magical auras, yet to be identified.

Wand, 15 arrows, 4 scrolls, amulet

Yeah, I rolled for all of it before, but failed on some. I don't think I can try again today, can I? I'm willing to try as often as it takes, and my modifier will be higher now... do you know how long we have to wait between tries?

I think there are two wands, 4 scrolls, and 6 potions left.


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Female Human Hunter 3 |32/32 HP | AC 18 T 13 FF 15 | Fort +5 Ref +6 Will +3 | Initiative +3 | Perception +8| Animal Focus: 3 mins /day ; Used:1 (Owl)

Looks like once per day: "Retry? When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results."


Devout Warrior of Torag | LG Male Dwarf HP 36/36 |AC 21 (23vs Crit Conf) | T 13 | FF 19| CMD 15 SPD 20ft| Init +2 | Perc +5, Stonecunning +2| Darkvision | Hardy+2, | F +6 | R +3 | W +3 | |

There are multiple unclaimed items in the loot sheet

Notable items:
Dagger +1 {looks like would be great for Lizzie)
Cloak resistance +1
Handy haversack
Etc

Saehlin certainly seems like the person for the magic arrows


Female Human Hunter 3 |32/32 HP | AC 18 T 13 FF 15 | Fort +5 Ref +6 Will +3 | Initiative +3 | Perception +8| Animal Focus: 3 mins /day ; Used:1 (Owl)

Cloak of Resistance should maybe go to Zarena? She's got the worst aggregate saves and has been knocked out a couple times.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 3 | HP 2/17 | AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +5 | CMB 2 / CMD 14 | Initiative +2 | Perception +10/+12 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

I'd probably look good in a cloak, but if one of the front line needs it, they get first choice.


Female Human Hunter 3 |32/32 HP | AC 18 T 13 FF 15 | Fort +5 Ref +6 Will +3 | Initiative +3 | Perception +8| Animal Focus: 3 mins /day ; Used:1 (Owl)

In a little bit I'll delete the items that have been fully claimed to clean up the sheet a bit, considering how much space the tally takes up.

Lizzie, have you genuinely not claimed any loot? (I guess size is an issue)


Halfling Unch rogue (bandit) Hp 24/24 AC 18, T 15, FF 14, F+4, Ref +8, Will +4 (+2 extra vs fear), Perc +9, Stealth +14, Init +4, speed 20 feet.
Saélihn wrote:

In a little bit I'll delete the items that have been fully claimed to clean up the sheet a bit, considering how much space the tally takes up.

Lizzie, have you genuinely not claimed any loot? (I guess size is an issue)

Huh, seems i haven't.

The +1 dagger would be nice. Dunno why it says medium. If all weapons suddenly take size modifiers, then i might as well ignore everything we find and wait for anything small sized.

The unclaimed mwk chain shirt is useful as well. (Unless that is hard medium size and needs a craftsman downsize it)


Female Human Hunter 3 |32/32 HP | AC 18 T 13 FF 15 | Fort +5 Ref +6 Will +3 | Initiative +3 | Perception +8| Animal Focus: 3 mins /day ; Used:1 (Owl)

So for RAW:

"Size and Magic Items:
When an article of magic clothing or jewelry is discovered, most of the time size shouldn’t be an issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer. Size should not keep characters of various kinds from using magic items.

There may be rare exceptions, especially with race-specific items.

Armor and Weapon Sizes: Armor and weapons that are found at random have a 30% chance of being small (01–30), a 60% chance of being Medium (31–90), and a 10% chance of being any other size (91–100)."

Sovereign Court

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Ironfang Invasion | Loot/Provisions | Combat Map

We can be pretty lenient with that rule.

You guys were and still kind of are in a survival situation, being able to make use of whatever equipment you can find seems thematically appropriate. Like tracking encumbrance, getting too strict about size restrictions also doesn't seem like it adds much to the adventuring experience.

New house rule: You can resize an item upon finding it (includes what you have already found up until now) as long as it's being resized so that your character can wear it.

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

I'm going to move us forward, but I wanted to double check if Zarena wanted to heal up first or not.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 3 | HP 2/17 | AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +5 | CMB 2 / CMD 14 | Initiative +2 | Perception +10/+12 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena can't heal herself, but if someone wants to use the Cure Light wand on her, that would be awesome.

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