GM Cody Age of Ashes

Game Master Codanous

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Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 6 | AC: 23/21 | HP: 62/62 Hero:1 | Fort +11 Ref +13 Will +12 | Perc +10 | Stable Timestream (Initiative = 25)

I took Alchemical Crafting for the level 2 skill feat. I could give you some bombs until then :)

Also, I don't see any rules against transcribing a spell of a higher level into a spellbook? Obviously it'd be unusable until I get 2nd rank spells, but I just want permission to try to copy it over the rest period.


Male Human Rogue/Juggler 6 | Perc 11 | AC 23 | ♥️ 68 | Fort 10, Ref 14, Will 11 | Exploration Activity: Avoid Notice | ◆◇↺

I could definitely juggle a bomb (along with my cards) or two.


Spell Area Templates ☘️☘️ = Hero points

I think only one of the harder things to do with scribing higher level spells is not having a high enough arcana skill to make it possible without risking a failure.

But I don’t think there’s anything stopping you from trying


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 6 | AC: 23/21 | HP: 62/62 Hero:1 | Fort +11 Ref +13 Will +12 | Perc +10 | Stable Timestream (Initiative = 25)

It's only one level higher, so it should be fine as long as I don't crit fail. If it were, say, a rank 9 spell it'd be pretty much impossible, but I believe a Rank 2 spell is DC 18?


1/2 Orc Cleric of Serenrae 6 HP: 50/74 |Shield HP: 44/64 Hardness: 9| AC:25 27 w/ shield,| Fort:+13 , Refl:+9 , Will: +14 | Percp +14 | Healing font 5/5 | Spells 1st: [x][ ][ ] 2nd: [ ] [ ] [ ] 3rd: [] [ ] Battle Medicine: [] [] [] [] []

hey im really doubling down on the medic aspect and shield of my character. I took ward medic which lets me treat 2 targets with "treat wounds" Im also better at treating wounds now as im treated as an expert. so i can be up in the front lines and take some hits but deal out the healing too :)


Dwarf Male Barbarian 6 | HP 106 | AC 24 | Fort +14; Ref +9 ; Will +13 | Perc +13 | Exploration Activity: Search | ◆◇↺

Level 2 for Stom includes:

* Free Archetype feat: Sentinel dedication
* Class feat: Second Wind
* Skill feat: Battle Medicine or Hefty Hauler - undecided currently
* Hoping we find heavy armor! :)


Dwarf Male Barbarian 6 | HP 106 | AC 24 | Fort +14; Ref +9 ; Will +13 | Perc +13 | Exploration Activity: Search | ◆◇↺

FYI: I updated the party inventory sheet with Stom's name next to the silver longsword and the wooden shield. I'm good with selling them as well if that's preferred.


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 6 | AC: 23/21 | HP: 62/62 Hero:1 | Fort +11 Ref +13 Will +12 | Perc +10 | Stable Timestream (Initiative = 25)

Here's Violant's full level-up:

* Free Archetype Feat: Chronoskimmer Dedication.
* Class Feat: Widen Spell
* Skill Feat: Alchemical Crafting


Male Human Rogue/Juggler 6 | Perc 11 | AC 23 | ♥️ 68 | Fort 10, Ref 14, Will 11 | Exploration Activity: Avoid Notice | ◆◇↺
Stom Flintheart wrote:
FYI: I updated the party inventory sheet with Stom's name next to the silver longsword and the wooden shield. I'm good with selling them as well if that's preferred.

You've claimed them!


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 6 | AC: 23/21 | HP: 62/62 Hero:1 | Fort +11 Ref +13 Will +12 | Perc +10 | Stable Timestream (Initiative = 25)

I do have questions, can I have an Uncommon, and possibly a Rare, spell upon level up? I have a replacement (Acidic Burst) prepared for the Rare Spell (Scorching Blast).

I haven't found a replacement for the Uncommon spell yet, but I'll continue looking. Violant's fine taking (and copying for later use when she actually can prepare the spell) only the Acid Arrow scroll. A premaster spell is fitting for the weird 1e character who just got dropped in 2e one day lmao :)

* Forge: Uncommon
* Scorching Blast: Rare, will replace with Acidic Blast upon request.

Trying to, as faithfully as possible, adapt her 1e character, which is very fire-focused, a bit too much to her detriment. Hence the uh... 3 fire spells at 1st level.


Male Gnome - AC-21(23), | HP 78/0MV 25 Summoner / 6| Perception +13| F+11| R +11| W +13| Sorcerer Archetype

Oppa took (2) of the scrolls False Vitality, and obscuring mist. He'll probably copy them into his spellbook at some time in the near future... but if circumstances dictate/??


Male Gnome - AC-21(23), | HP 78/0MV 25 Summoner / 6| Perception +13| F+11| R +11| W +13| Sorcerer Archetype

I often use this tool for random loot determination unless it's something the story needs.

Loot generator

And this for encounter balancing.

Mimic Fight club


Spell Area Templates ☘️☘️ = Hero points

I didn't think summoner's could learn spells like that, aren't they prepared casters?

@violant The wording on Scorching blast is so confusing, its 1 action to cast and then you spend another action to throw the fireball, but if you don't throw it then you lose it. Can you spend 1 spend action to cast the spell and then 2 actions to throw 2 separate fireballs? At that point its an undertoned scorching rays, but maybe thats the point.

I'm fine with it, it doesn't seem that overlypowerful, definitely strong, potentially 4d8 fire damage with a level 1 spell is strong, but requires spell attacks.


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 6 | AC: 23/21 | HP: 62/62 Hero:1 | Fort +11 Ref +13 Will +12 | Perc +10 | Stable Timestream (Initiative = 25)

I think an underpowered Scorching Ray is the point, given the name, but yeah, requiring two spell attacks for it makes it less powerful.


Dwarf Male Barbarian 6 | HP 106 | AC 24 | Fort +14; Ref +9 ; Will +13 | Perc +13 | Exploration Activity: Search | ◆◇↺

To help me the player understand party dynamics a bit better, I took a stab at guessing at party roles for each of us.

Lyra: buffer; healing; melee striker
Oppa: arcane support; arcane blasting; melee striker (eidolon)
Samael: all the skills; melee(?) striker; party face(?)
Stom: melee striker; backup mundane healing
Violant: blaster caster; alchemical crafting; knowledges

Please correct me where I'm wrong. And apologizes if I'm way off.


Spell Area Templates ☘️☘️ = Hero points

sounds about right Stom, I think folks are still figuring out their individual roles as well, feeling out their characters and what not but you definiteyl have the basic gist of it!


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 6 | AC: 23/21 | HP: 62/62 Hero:1 | Fort +11 Ref +13 Will +12 | Perc +10 | Stable Timestream (Initiative = 25)

Sounds about right on Violant's end.


Male Human Rogue/Juggler 6 | Perc 11 | AC 23 | ♥️ 68 | Fort 10, Ref 14, Will 11 | Exploration Activity: Avoid Notice | ◆◇↺

"All the skills"

Ha! Ha!

That's what I wanted. I play enough characters that don't have the proper skills. I wanted to play one that had all the skills (I still don't have Occultism). ((Yet!))

"Party Face?"

Huh?

It was just a lucky roll. But, I guess compared to the others, he's the cutest.


Dwarf Male Barbarian 6 | HP 106 | AC 24 | Fort +14; Ref +9 ; Will +13 | Perc +13 | Exploration Activity: Search | ◆◇↺

I'm pretty sure Samael has the best Diplomacy skill of the group. But, I don't mean to change how you view your character, of course.


Male Human Rogue/Juggler 6 | Perc 11 | AC 23 | ♥️ 68 | Fort 10, Ref 14, Will 11 | Exploration Activity: Avoid Notice | ◆◇↺

Hey, Diplomacy is a dirty job, and someone's got to do it.

In one of my other campaigns, one of the PCs only has a +1 to Charisma. But, because of how all of the PCs are built, that one has the highest Charisma. Hilarity ensues when he crit fails a diplomacy check.


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 6 | AC: 23/21 | HP: 62/62 Hero:1 | Fort +11 Ref +13 Will +12 | Perc +10 | Stable Timestream (Initiative = 25)

Ywah, Violant was originally going Time Oracle but I goofed the stats, so she was originally supposed to have like... a +2 in CHA.

The funniest loadout of Stats I've been in is a higher INT than the party Wizard, on my Kitsune Trickster. I tanked her damage and Will saves, but her skills are actually absurd. 7 STR, 16 DEX, 10 CON, 18 INT, 7 WIS, 16 CHA rogue with no trapfinding until I stop taking Rogue levels.


Male Gnome - AC-21(23), | HP 78/0MV 25 Summoner / 6| Perception +13| F+11| R +11| W +13| Sorcerer Archetype
GM Cody wrote:

I didn't think summoner's could learn spells like that, aren't they prepared casters?

@violant The wording on Scorching blast is so confusing, its 1 action to cast and then you spend another action to throw the fireball, but if you don't throw it then you lose it. Can you spend 1 spend action to cast the spell and then 2 actions to throw 2 separate fireballs? At that point its an undertoned scorching rays, but maybe thats the point.

I'm fine with it, it doesn't seem that overlypowerful, definitely strong, potentially 4d8 fire damage with a level 1 spell is strong, but requires spell attacks.

You are correct about the spell usage. I haven't played a summoner before, so I'll have to review the class a little better. Unfortunately looks like the Summoner won't make the Player 2 cut.

Oppa has a +3 CHA... but he's only good at scaring things at the moment. Maybe I should retrain...


Spell Area Templates ☘️☘️ = Hero points

Like I said, definitely your opportunity to retrain as necessary if you feel like its not working how you liked.


1/2 Orc Cleric of Serenrae 6 HP: 50/74 |Shield HP: 44/64 Hardness: 9| AC:25 27 w/ shield,| Fort:+13 , Refl:+9 , Will: +14 | Percp +14 | Healing font 5/5 | Spells 1st: [x][ ][ ] 2nd: [ ] [ ] [ ] 3rd: [] [ ] Battle Medicine: [] [] [] [] []

we might need to make some diplomancy checks with this hellknight...which is not my strong suit :D


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Dwarf Male Barbarian 6 | HP 106 | AC 24 | Fort +14; Ref +9 ; Will +13 | Perc +13 | Exploration Activity: Search | ◆◇↺

I'm not sure what the full changes are, but I'm looking forward to these Barbarian changes in PC2!

Free action Rage on initiative
No AC penalty to Rage
Movement buff at lvl 3


Spell Area Templates ☘️☘️ = Hero points

Yeah excited to get my physical copy here in a few weeks


Spell Area Templates ☘️☘️ = Hero points

Hey, big salmon run tonight and tomorrow, I'll be unavailable till Sunday, sorry folks. Have a good weekend :)


Dwarf Male Barbarian 6 | HP 106 | AC 24 | Fort +14; Ref +9 ; Will +13 | Perc +13 | Exploration Activity: Search | ◆◇↺

Can't say I know what that means, but have fun!


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 6 | AC: 23/21 | HP: 62/62 Hero:1 | Fort +11 Ref +13 Will +12 | Perc +10 | Stable Timestream (Initiative = 25)

Hey, I figured I'd let you know since this is something the GM needs to know specifically: after this battle is over, I'm switching Violant's Chromoskimmer Timestream to Stable, meaning she no longer rolls initiative, but just takes a roll of 10 instead.

Also, if Violant is ever tied with an opponent, ever, for initiative, she goes first. Cursed-by-the-gods Chronomancy is more than a little confusing, but I'm glad I don't have to deal with switching over Oracle mechanics.


Spell Area Templates ☘️☘️ = Hero points

easy enough, I'll keep that in mind for the next combat!


Male Gnome - AC-21(23), | HP 78/0MV 25 Summoner / 6| Perception +13| F+11| R +11| W +13| Sorcerer Archetype

Just a reminder that Grab still takes an action it's not free so the creature used all its actions attacking and shouldn't have gotten a grab. Before Remaster you didn't have to roll the grab... but it still took an action. In remaster you have to still roll for the grab... and it takes an action.


Spell Area Templates ☘️☘️ = Hero points

yeah, upon re reading, I just completely looked over the Action Arrow symbol. Reading the description had me convinced it was for free.

"The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature grabbed or restrained; Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty."


Male Gnome - AC-21(23), | HP 78/0MV 25 Summoner / 6| Perception +13| F+11| R +11| W +13| Sorcerer Archetype

Yes. I did it wrong at first until one of the Youtube masters corrected me. It should probably read previous action instead of last action.


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Male Gnome - AC-21(23), | HP 78/0MV 25 Summoner / 6| Perception +13| F+11| R +11| W +13| Sorcerer Archetype

Sorry about the delay. Thought I'd have more time to post. Back to normal tomorrow... so feel free to DMPC to keep things from stalling.


Dwarf Male Barbarian 6 | HP 106 | AC 24 | Fort +14; Ref +9 ; Will +13 | Perc +13 | Exploration Activity: Search | ◆◇↺

FYI: company holiday today so having a family day. I’ll likely be able to post this evening.


Spell Area Templates ☘️☘️ = Hero points

Just picked up my player core 2!

Also I think I saw path builder updated with player core 2 materials


Male Gnome - AC-21(23), | HP 78/0MV 25 Summoner / 6| Perception +13| F+11| R +11| W +13| Sorcerer Archetype

@Violant...

Just a reminder that "Chilling Spray" is a 15' cone, and the swarm is 30' up.


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 6 | AC: 23/21 | HP: 62/62 Hero:1 | Fort +11 Ref +13 Will +12 | Perc +10 | Stable Timestream (Initiative = 25)

Ack! Double Blast it is then. No Scorching Blast Either as I have to stride, so Staff Nexus shenanigans it is.


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 6 | AC: 23/21 | HP: 62/62 Hero:1 | Fort +11 Ref +13 Will +12 | Perc +10 | Stable Timestream (Initiative = 25)

Yeah, I'm pretty sure my normal Initiative bonus is +8 from Arcana/Detect Magic? And them the +1 from scouting would make it 19, I think. Where are we getting the other +1 from?


Spell Area Templates ☘️☘️ = Hero points

oh maybe I was double adding the +1 from scout lol


Dwarf Male Barbarian 6 | HP 106 | AC 24 | Fort +14; Ref +9 ; Will +13 | Perc +13 | Exploration Activity: Search | ◆◇↺

RE Player Core 2 update, I also have a copy and have been slowly reading the updated barbarian details. I'm pretty sure Pathbuilder has the update, but I haven't dug in yet.

I've been chatting with GM Cody in the background that Stom will change slightly - mainly pivoting away from the Sentinel archetype choice since the free action to rage at initiative does work when wearing heavy armor. I expect to have an updated build settled in the next days.


Male Gnome - AC-21(23), | HP 78/0MV 25 Summoner / 6| Perception +13| F+11| R +11| W +13| Sorcerer Archetype

Am I missing Doxie on the map somehow? Don't see her on my end.


Spell Area Templates ☘️☘️ = Hero points

Hunh that’s weird, I see her right to the left of the doorway into the bat room. Maybe it’s a weird formatting issue with Google slides

Also violent yes the rules state only 1 diplomacy check a day to tame the warg puppies. Id probably also allow nature.


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 6 | AC: 23/21 | HP: 62/62 Hero:1 | Fort +11 Ref +13 Will +12 | Perc +10 | Stable Timestream (Initiative = 25)

New thing to burn hero points on: Puppies!


Male Gnome - AC-21(23), | HP 78/0MV 25 Summoner / 6| Perception +13| F+11| R +11| W +13| Sorcerer Archetype

This is all I get when I click on the battlemap.

Where's Doxie


Spell Area Templates ☘️☘️ = Hero points

try this link


Spell Area Templates ☘️☘️ = Hero points

HThis AP came out before the Quest for the Frozen Flame which introduced rules/a feat for taming wild animals.

The feat makes it a nature check that takes an 1 hour and if successful tames the creature for a month.

However I think the AP or the writers are thinking because these puppies have an Int of like 7, that Diplomacy is more inline rather than Nature. Though it really begs the question of are they innately born knowing languages or does someone have to teach them.

Lot of questions to answer and the AP doesn't provide a ton of answers. I'll have to check the forums to see what others have done.


Spell Area Templates ☘️☘️ = Hero points

Okay found some hits fairly quickly, this is what James Jacobs had to say about the warg puppies

"Moving on to the warg puppies, the thing there is that wargs are NOT animals. They're beasts. They are not that much less intelligent than an average human, and as listed on page 322 of the Bestiary, they speak Common, Goblin, and Orcish. Thus, you CAN use Diplomacy to Make an Impression on them. They're puppies, and have a vocabulary about on par with what a toddler or very young child might have, but they still understand... provided you speak to them in Common, Goblin, or Orcish, that is. . ."

So I guess even at a few days old they are born know how to speak. I'll include that in the roleplaying next we run into them :)


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 6 | AC: 23/21 | HP: 62/62 Hero:1 | Fort +11 Ref +13 Will +12 | Perc +10 | Stable Timestream (Initiative = 25)

Remind us when we get hero points, by the way :)

Wait, so is 10/+0 still average for stats for humanoids?


Spell Area Templates ☘️☘️ = Hero points

Not quite, maybe for intelligence, but the Gamemastery Guide which is old now, presents a Commoner with stats of: Str +3, Dex +1, Con +2, Int +0, Wis +1, Cha +0.

So maybe thinking that an int of 7 is just under the base 10 of a commoner.

the GM Core offers different guidelines, saying that for simple NPCs we should assign them attribute modifiers that add up to +9.

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