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343 posts. Alias of Alex Mack.


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male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Yeah fine by me. At the current rate of posting this isn't working out for me and I have to cut down on games anyhow.


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

No worries buddy! Take it slow. We will be around...


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Angmar swings his massive axe in an attempt to bring down at least one of the Gnolls. Having found the beasts weak spot the Massive axe easily bypasses the Gnolls defenses and cuts deeply into it's flesh.

Activate Studied target vs. Gnoll 1 and attack

Attack1d20 + 10 ⇒ (16) + 10 = 26 Damage 1d12 + 7 ⇒ (10) + 7 = 17


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

I say either we continue as is (with Brek as an NPC) or put the game on hiatus till Brek returns.

I don't have a real preference either way.


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

My thoughts go out to you and your family! All the best of luck to you!


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Realizing that time is not on his side Angmar begins preparing his and calls out in the coomon tongue. The Dwarf's deep voice booming against the cavern walls to drive fear into the hearts of his foes.

Angradd has seen your sins and will punish them with his wrath

Blistering invective has a 30 foot radius. Without a map it's a bit difficult to work this out but Beromar will use his move action to get into range. Intimidate1d20 + 11 ⇒ (14) + 11 = 25. Everyone demoralize takes 1d10 ⇒ 4 fire damage can take a DC 15 Reflex save not to catch fire


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

In that case I'll hang around a bit to see whether they talk any. Otherwise Common I guess... or does everyone around here speak kelish?


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Are the humans our enemies as well? If so Angmar has a pretty good plan. He will walk up to the foes with invisibility up and then cast blistering invective to soften them up a bit. Then the crew can joing and have some fun!

So whadaya think fellors. Angmar whispers. I can sneak up on these fools and soften up a bit with some magic and you all then join the party?


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Angmar acknowledges the danger ahead and suddenly vanishes from sight.

Still here...this is the new trick I was tellin ye about... the Dwarf comments matter of factly.

I can lead the way. Seein in the dark and bein invisible should come in handy

Invisibility last 6 minutes or till we start a fight :)


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Rules text on taking 10 and 20: Taking 10: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.

Taking 20: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you roll a d20 enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).

Nowhere does it state that taking 10 takes 10 times as long. Only taking 20 takes 20 times as long.


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Angmar nods `How far are we away? Learned a special trick for just such an ocassion


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Cut a few heads off wit it. But it's a bit unwieldy in the city streets. Thought about sellin it but that didn't feel right either.

The Dwarf summarizes matter of factly.

I'd be feelin safer wit a shield like yerself...


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Angmar shakes his head as heheft the massive greataxe he took of the Djann's corpse tightly.

I'm good!


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

One more question for you Leinathan. The Sanctified Slayer gets the Studied Target ability which grants a scaling bonus on attack, damage and to the DC of class abilities.

The question is does this apply to the save DCs of my spells?

Now there is quite a bit of discussion on the rules forum about this question but no concrete FAQ so I'd love to hear your opinion on the matter. I'm cool with whichever way you rule it (only one of my spell allows for saves anyhow). But I'd like a call from you as it might influence my spell selection in the future.


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Returning to Kelmarane ? hadn't been a decision Angmar had made purely out of love for his companions. The only decisions he had made in the last years out of any sort of emotions were those relating to Haleen. With her safely returned to her family Angmar had gotten back to business, lucrative business and downright dirty business. Angmar had never been one to ask questions and he hadn't, even after getting his hands sullied with the blood of innocent. They had been 'only humans' in the words of his contractor and that had settled it for Angmar. He'd put up with people like that in the past, but only because he had too and quite frankly he didn't want to any more. He took the Dwarf's gold and told him he'd rather shove an axe up his arse than work for a piece of scum like him anyomre. That hadn't sat all too well with this particular Dwarf so leaving the big city behind for some time seemed like a wise course of action.

Aye good to be back here again. Although I had to sit around for over a day waitin on yer lazy arses. Anyhows I'm ready to get back to work if ye need some help. Lady Almah said ye sure did...


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Oh okay. I'll try and get stuff sorted out ASAP.

Edit: Rushed things a bit but should be ready.


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

I'm prolly gonna go with the sanctified slayer. Seems pretty awesome. Angmar was likely involved in some covert missions for the church and had to get his hands dirty more than he would have liked.
How soon are you planning on getting Angmar back aboard? I likely won't get around to finalizing things before the weekend.


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Still waiting patiently...I was debating making a few minor changes to Angmar still. They printed two new archetypes and the roguish one would sorta fit for a problem solver type of guy like angmar.


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

:)

All for the greater good. Currently I was assuming Mordin would be Angmar's best flanking buddy and he looks a bit too fluffy for freindly fire so likely I'll be employing different Team Work feats as default.


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

I have no problem with using it. And if I can double bane all the better. Anyhow at 6 rounds per day Bane is likely to be a limited ressource currently. Btw did the math recently and Beromar's damage output is looking pretty scary once he's fully buffed...He will be very interested in flanking (much like Mordin I assume) due to Outflank and possibly this here feat which I'm sure Dimitri would enjoy Mordin prolly not so much with his 11 CON and D8 HD...

http://www.d20pfsrd.com/feats/betrayal-feats/wild-flanking-betrayal-teamwor k


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Angmar is leveled to 6 and ready to go. If someone else has use for the axe you can have it as it's kindo wasted on a char with the bane ability.
But I think only Kori or Dmitri could use it an neither had expressed any interest.


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Well level 6 is around the time when Channel begins to loose it's appeal as a valid in combat action.

But I think I'll be sticking with Inquisitor. It's such a versatile class and leaving no weaknesses is what I'm really aiming for in building characters anyhow.


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Yeah Warpriest casting is more versatile that's prolly true. However I'd argue the Inquisitor spell list is a bit more powerful.

I've been mulling things a bit and with folks discussing the lack of equipment I figured the Forgemaster Cleric Archetype might actually be an option. It loses channel which is a semi big hit.But can craft weapons quite well and is really good at casting stuff like magic vestement and greater magic weapon.


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

I'll give it some thought and figure out what works well for level 6 and the current group. The way I see it:

Inquisitor: Most versatile due to great skills, good combat prowess and decent and customizable spell selection.

Cleric: Most powerful casting option especially come level 5. Angmar's stats would work well here. What sucks about Cleric is the lack of skills.

Warpriest: Strongest melee option. Worst Caster. Shitty skills.

What's up with equipment? Should I use what I had? What about the biggo axe?


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Hey folks! Willing and able to come back now. Looks like I'll need to level up first though. What's our current group composition?

Kori Oracle/Barb
Dmitri Evil...
Brek Sorceror/Rogue
Mordin Vivsectionist

As Dmitri had been talking about a Cleric (which Angmar never was) I could offer to rebuild to Cleric if that would interest folks but with 3 characters capable of healing we should be okay on that front right?


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Aight I'll see if Apollo pops back up and look into how to level Angmar. Pretty much only need a feat some spells and skill ranks.

How did you handle loot after my departure?


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

I LOVE YOU TOO DEMON WORSHIPPING NYMPHOMANIAC!


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Heya long time no see!

Saw the recruitment and the fact(?) that Apollo has quit. So I'd be down to rejoin the game if you'd have me!


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

The Inquisitor for comparison at higher level and rolled stats (slightly bettter than 20 pt. buy).

Edit: On a whole I think the inquisitor would offer the group a lot more than the monk.


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Angmar will be returning to Katapesh with Haleen. Wish you all good gaming! Cheers!


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Angmar lies there bleeding but before he makes his transition to the Hall of Kings he is brought back just in time.

The stout Dwarf looks around the room. A bit ashamed at himself but happy that at least the demon lies dead.

Good to see ye made it. That Demon that was sometin else...


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Hate in combat healing any how makes no sense currently! I'll take a 5 ft step to flank.

Angmar has almost been chewed to death but he's still standing and swinging and the valliant follower of Angrodd continues his assault with his companions by his side.

Attack flanking and PA1d20 + 12 ⇒ (10) + 12 = 22 Damage with 1d6 precision dmg1d8 + 1d6 + 8 ⇒ (4) + (2) + 8 = 14


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Girls if none of you step up Angmar is dead next round...


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

4/33 HP wow Xulthis is one mean motherfaucker and I thought an AC of 22 was pretty nice at this level...

The demon falls over Angmar with a multitude of attacks blood splattering all over. The Dwarf is still standing but only barely so.


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Wil1d20 + 7 ⇒ (18) + 7 = 25

Angmar remains unfazed and Angradd's faithful walks right up to the demon and whacks him in the face.

Die ye demon scum!

Attack PA1d20 + 10 ⇒ (8) + 10 = 18 Damage 1d8 + 8 ⇒ (4) + 8 = 12


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

+2 to hit


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Will Save1d20 + 7 ⇒ (12) + 7 = 19 -->Muhahahaha

Cast Divine Favor on myself. Activate judgement as a swift action.

Angmar says nothing to the demon in disguise merely mumbles afew words of prayer to Angrodd to steady his sword arm.


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Angmar looks to Apollo m and nods sticking the key in the door and opening it wordlessly.


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Angmar produces the key and approaches the door.

Ye all ready?


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Angmar looks the man over and shrugs. Whado I care mate. Ye knows I'm a mercenary. I choose the fight I get paid to fight. And I came her eto find Haleen. I hear we is supposed to take care of this Demon. Then I'm goin back to Katapesh. Best I take Haleen wit me... If ye wants to work with these crazy people go ask Lady Haleen, she'll see the merit!


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

See fair distribution of loot IC is failing already...


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Berek embraces Kadeja tightly, tears shoot to the stout Dwarves eyes but luckily no one can see him down here.

Me girl ye still alive! Was lookin fer ye all over this god forsaken place! the Dwarf sobs trying to control his emotions.


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

So do I understand correctly? We screw fairness in loot distribution and a loot sheet for the sake of IC?

Gotta say I disagree with that stance. Any other opinions?


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

I didn't make that myself... at least not fully. I'm actually not all that good at Excel cause I tend to use Statistics software for everything numbers related.


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

I can look but can't touch Lein...

Okay with 2 out of 6 players mainly wanting loot for IC reasons my optimization approach to loot distribution will never bear fruit.

I've prepared an alternate sheet (which I stole from one of my GMs). It does all the calculations for you and I added tabs for bookkeeping for every player.

link to loot sheet

Edit: Also sheet should be editable. Also hooray over thirty and still have more computer skills than a teenager ;)


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

So now we have arrived at the situation that no one wants the axe?

Angmar is lawful Neutral and it's evil outsider bane so from that perspective it'll better suit Apollo. There are some other OOC reasons for me to pass on the axe.

I like the extra AC from the shield as it gives Angmar that sturdy Dwarven feel. Also currently he's still dishing out nice damage so that works for the time being. The Bane ability I aquire level 5 makes the Axe's extra ability semi moot for Angmar.

So all things considered OOC it prolly makes more sense for Apollo to have it.

Also IC this could work as a way for Angmar and Apollo to bond.

And likewise I want to leave the fussing and fighting behind.


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Also IC I have found a good reason for Angmar to pass on the axe. Kardaswann was described as super big and mega muscular and his axe is really humongo even for him. While technically he is medium and that that makes it a medium sized weapon Angmar is very small for a medium sized creature wheras Apollo is this big strong Shoanti Warrior.

So once we've found Haleen Angmar will conclude.

A mighty fine axe. A shame it's too big for me. Must be a sign from Angrodd you was chosen to wield it boy!


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Thanks for hosting this Lein. However I can't access it. Either you have to make it public or everyone has to ask for permission.

The modus operandi you suggest above works in my experience in all PbP games I'm in. However essentially it's what we have been trying to do here so I'm not sure it's gonna work out.

Edit: Also since I believe in critical self reflection and this had me really riled up last night I read through the first ten pages of the OOC thread to see where I had attacked Apollo personally. And while I was frank and confrontational on some issues I couldn't find a post where I made any personal attacks.


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

I'd argue for splitting by usefulness then selling everything we don't need to generate a large pool of cash to buy more useful things. Ultimately the comparison of loot by these means would be fairer as people only have things they want in their possession and thus counting against their personal wealth total.

Also I'll try and get an Excel sheet up for all the loot collected up to here and make separate sheets for each adventure path. To this aim could everyone please give me a tally of what loot you currently hold. This tally would prolly also have to include Brek and Jegrik's magical starting equipment.

By keeping a tally we'd always have an objective measure of each PCs personal wealth then when it comes to divvying up cash and loot we can try to make things even out. While this won't lead to everyone always being on par all the time the next time we have a 5k stash of gold and we see okay Dimitri is 5k over JeGrik in terms of loot Jegrik gets to buy an item of his choice and Dimitri has to wait. To this aim I'll also add a wishlist tab for each player. I hope such an approach will avoid people feeling wrong done.

Furthermore I'd argue that expendables such as wands, potions and other things that benefit the party as a whole should not be counted against such a measure of wealth. Also things like a wand of CLW should not be payed for by individuals but by party funds.

I'd appreciate some feedback on these propositions as coming up with an Excel sheet to work this out will be a bit difficult so I'd like to hear everyones thoughts first.

If we can't agree on procedures then ultimately having Lein assign loot would be easiest.


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Ey where you thinks you goin! Angmar grumbles as the hot headed man surpasses him. His mind races to try ad place him. As he thinks things through he comes to the conclusion that while he's never met the man he's heard Haleen mention him before. Was his name Berk or maybe ... no it must be Berk.

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