Abderrahmane Zagora

Arun Smithson's page

133 posts. Organized Play character for AbyssDancer.


RSS

1 to 50 of 133 << first < prev | 1 | 2 | 3 | next > last >>
Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

Content to shelter at the doorway from explosions while the frontline fighters resolve the issue, Arun hot-foots over to the far side and stands with his back against the wall waiting for the chance to enter the shop. Move to E9

"What in the nine Hells was that!" he yelps.

In the hope of being remotely helpful, he reaches out and imbues the smoking, slightly scorched dwarf with magical protection. Casts Resistance on Khaz, +1 to saves, duration 6 rounds .

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet
GM Mason wrote:
I'll post a transition tomorrow. I was just waiting for everyone's final build in the new recruitment thread or here.

Guys let's move this conversation to the recruitment thread from here on in. Then it's all in one place only.

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

Currently we've got

  • Khaz / Cleric/Bloodrager
  • Avo / Ranged Cavalier
  • JP / Ranged Zen Archer
  • Sariel / Ranged Paladin/Inquisitor
  • Ferg / Druid]
  • Arun / Wizard Enchanter

Guys you're the experts not me but does this work? As currently stated, we have no dedicated front line. This looks unbalanced to me.

There's no point in planning out what level 20 looks like, if we are not robust enough to survive the journey.

We need to put some thought into optimising the team vs optimising each individual build, if we want to make this AP a success.

Ideas anyone?

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

Damn you guys know your stuff. I am feeling worried now that you all have 10+ levels of character dev planned out ahead of you to maximum effect. I certainly do not.

PS I'm a bit worried we've not seen JP for a while. Are you still with us mate?

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

The upcoming AP features a hobgoblin army. I suspect that one or both of the hobgoblin archer, and the stolen artifact, are foreshadowing events yet to come.

So my assumption is that we have a week to level up and re-equip, before things kick off...

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet
GM Mason wrote:

OK guys...you all ready to move on?

We need to put the finishing touches on JP and Sariel's characters.

I'm ready to move one. GM, do you want to repost the link to the new game, and open the gameplay page? That way we can close this page down and continue discussions (and see Sariel and JPs builds) on the new game page.

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet
Sariel Patrick Cornelius wrote:

are we doing two or three traits?

I understood GM to say two traits plus one extra from our AP.

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

I assume here that the party follows Laurel's suggestions and heads to the inn for rest, before deciding what to do; eg accompany Khaz back to the vault, use downtime rules, re-equip etc.

As the weary group return to the inn for rest, Arun occupies himself with sorting out their accumulated loot with JP. guys please see my post on the discussion tab - there's gp for all and some spare kit to claim

He reassures Khaz that he will stand by his side whatever he decides to do regards the vault, although it is clear from his skeptical look that he shares Sariel's belief that the thief left that place long before. Sincerely he tells Khaz "Whatever you decide, I'll support you, master dwarf. Unless your God decides this is something you need to do alone."

Once at the inn, before retiring, Arun heads to the bar for a well earned glass of refreshment, inviting any of the others to join him. He intended to ask at the bar about the curious ring the party found at the Druid's Grove, but his attention is distracted by the charms of an alluring dark-haired woman drinking alone at a table. Time passes, and when the others leave the bar, Arun is still deep in conversation with the woman, discussing matters both arcane and more intimate.

In the morning, despite his promises to the group, Arun is gone. His room has not been slept in, although his kit is still there. Enquiry at the bar reveals Arun left last night, closely embracing the mysterious stranger.

Later that morning, a hand-written note is delivered to the group by a messenger boy. It says: "Friends I cannot apologise enough but I must take leave of you for now at least. Last night I met someone who changed everything. Re-Zorzen has shown me so much, so much; she exposed hidden secrets to me I never imagined before. We were together through the night and when I woke this morning I realise nothing will ever be the same again. I digress; now she has left I need time to record my new-found insights. I intend to travel with the trade caravan to Phaendar at the end of the week. I would be gladdened if our paths continue together in that direction; if so, then you can hear in so much more detail during the journey what we did together last night. May the Gods favour your step until then, Arun"

Peculiarly, the letter is signed off with a 'x' ...

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

Whilst Laurel takes the group in and begins examining the ingredients they collected, Arun relates the story of their travels. He make sure to mention in particular the witch's hut and the voracious cauldron, seeking Laurel's assurance that the tale will be told around the village for the future safety of all. Further, he relates the finding of the hawk signet ring on the body of someone who had fallen victim to the two dragon-like lizards.

Showing it to Laurel, he asks if she might have any idea to whom it belongs. Is the hawk image in any way related to 'Falcon's Hollow', perhaps?

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

On a separate issue, we could at this point divide up the spoils from our travels so far. Looking at the loot sheet, we have some items we ought to keep:

- wand of CLW: During play, Fergal took the this.
- potion of CLW: During play, Arun took this but he'll be buying more CLW potions before the AP starts, so someone else take this (first claimant gets it!)
- masterwork shortbow: Anyone want to claim this?
- hawk signet ring: might be important? Ask around Falcon's Hollow or sell?

Assuming we sell all the other kit we collected, we get 99gp and 7 sp in proceeds, at second hand value. That's 16gp 6 sp each. Please record this on your character sheets or spend it; I'll wipe the loot sheet once we start the AP.

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

If you switch from being a paladin, does that leave us short of front line melee? I don't think JP has committed yet to what he wanted, but he did say he was considering abandoning the barbarian.

Currently we've got

  • Khaz / Cleric/Bloodrager
  • Avo / Ranged Cavalier
  • Arun / Wizard Enchanter
  • Ferg / Druid]
  • JP ???
  • Sariel ???

I appreciate that archery can deliver a huge amount of damage, but I worry we need more weight up front. Is there anyone else who wants to help here?

Other than that, I think the group covers most angles. We have divine and arcane spell casting, trapfinding and disable device (Avo), face skills (Khaz and Arun), tracking and nature skills (several). And we're totally sorted for blacksmithing !

Dark Archive

1 person marked this as a favorite.
M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

What! The Paladin held his rat's tail out at the lady in her nightdress? Oh right, sorry...

Arun smirks at the Paladin's obvious discomfort, and follows Laurel into the house. He is not at all concerned by her immodesty, in fact perhaps appreciative of it.

Is this a step towards Arun's shift towards becoming a level 2 Sin Magic (Lust) Enchanter in the AP..? .

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

I do like how this short scenario is setting up the RP for what is to come. We know the current characters much better as a result.

Dark Archive

2 people marked this as a favorite.
M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

Moral paladin : tick
Lethal barbarian : tick
Eccentric mage : tick
Grumpy dwarf : tick !
This adventuring party has everything!

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

"Rhoddam my instinct lies with you. Innocent people are suffering, nay dieing, right now. Speed is of the essence in getting these ingredients back to Lauren and helping the villagers. It was a task we willingly accepted, and one me need to see through. Sariel I would gladly return to honour my word to that long-dead shade, but I see that task as less urgent than our first for minimising the suffering of the living." Arun talks with a passion to advocate helping the living over the long dead, clearly with his own family upbringing in a nearby small village in mind. "Khaz I understand if your God guides you to further explore these tunnels, and to support that shade to recover his lost artifact. Perhaps we could split the party to cover both tasks. Does your God give you any guidance on the peril of exploring this place in less than full strength? My worry is if we need our full potential to explore here, we need to rest first. That means a further delay to our return to Falcon's Hollow."

Arun crosses his arms, frowning at the choice ahead. "My spells are almost depleted. Yet despite this, I would accompany Rhoddam now to Falcon's Hollow, at pace, to rest briefly at the village before returning here in the morning. Eight hours will save lives. He turns to the others "What do you say Fergus? JP? Avo? "

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

Arun shrugs and follows JP, wand in hand

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet
GM Mason wrote:
you see an opening with a broken down mine cart. On the other side of it, tracks descend into darkness. There is a passageway on the south side of the room. The spiderwebs are broken there as well.

Out of habit, being a smith by trade, Arun examines the broken-down mine cart to see whether it can be fixed. If it is a broken axle or wheel he uses 'mending' (more than once if necessary) to repair the damage, seeking help from JP if strength is needed to hold the weight of the cart whilst the repair is put in place.

Whilst doing so, he examines the inside of the cart for items of interest and looks at its viability as transport. Does it have a brake, and could it carry the party?

"I'm not clear we would want to use the cart to descend the track, but it gives us the option."

Dark Archive

2 people marked this as a favorite.
M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

"And, can he tell us anything about this thief? And, let us know if Sariel and me whispering constant advice in your ear is in any way annoying."

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

"Khaz, ask him about where we can find some ironbloom mushrooms"

Does Arun know anything relevant about Kraggodan? Kn Local: 1d20 + 7 ⇒ (3) + 7 = 10

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

That marching order works for Arun...

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

"Hey Khaz! Any reason why we shouldn't just pick one of these paths here? I'd say the northeast tunnel unless someone has a better idea."

Are there any tracks here other than the wolves? survival: 1d20 + 2 ⇒ (11) + 2 = 13

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

Arun peers into the bones, still holding a candle in one hand, and his wand of MM in the other. perception: 1d20 + 1 ⇒ (9) + 1 = 10

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

"Aha! For all your prowess at wolf-carving and raven-stunning, here is a chance for me to show you how we are stonger as a team. We each have our own unique capabilities - allow me to show you a litle something I picked up at Tamran's College of the Arcane. My dear friend, stand back and marvel! "

Arun produces light! and hands it to JP.

"Here - you can keep this one, I purchased a pack of 5. Have you used one before? You hold it at the bottom. Mind out for the top, its quite hot. Anyone else want a candle? "

Grinning, good naturedly, he lights a second candle for himself, and moves over to the pile of bones to see it there is any loot to be found.

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

Arun dusts himself down, looking ruefully at the bloodstains on his clothing. He casts 'Mend' to repair his shredded clothing, and any other minor damage to the party's kit. Slapping Khaz on the back, he offers wordless thanks to the dwarf and Torag for the well-needed healing he received.

Looking around at the others before heading into the mines, he informs them that he is running low on magical prowess, but {b]"I still have power to perform one spell of any type, plus an extraordinary silent illusion of great credibility, should we have need of such."[/b]. Other than that, it's magic missiles, or gods forbid, a crossbow.

Passing the minced wolf eviscerated by JP, he looks again at the barbarian with a mixture of fear and awe.

Onward to the dwarven tunnels !

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

Gritting his teeth against the pain, Arun raises his right arm, and projects forward a bolt of vivid green energy. It bursts againts the side of the Warg's face, bathing it an a brief burst of coruscating light.

magic missile: 1d4 ⇒ 3

With his move action, he draws a dagger, just in case...

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

Full round action : withdraw, 2 spaces due east.

Bleeding heavily from the Warg's tearing of his right leg, Arun barely keeps his feet. He staggers backward, seeking some protection behind his allies.

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

.

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

Move to M11, ready action : blinding ray, should a foe approach within 30'.

ranged touch: 1d20 + 3 ⇒ (7) + 3 = 10

Arun cautiously moves forward, wary of further wolves in the woods either side of the cave mouth, or of hidden archers...

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet
GM Mason wrote:
I am not really familiar with the crafting rules. I think there are plenty of opportunities to purchase magic items. If not, I will figure something out for y'all.

I was expecting that since this AP is going to include wilderness survival, helping to protect and establish refugees, and building militias, we might be using the 'Downtime' rules. We'll need this for recruiting into the militia we build, gathering information, etc, and crafting fits well with this.

The currency of downtime is days. With say 5 - 10 days between events, there's a lot of rich RP that this system can allow / encourage. And it's PbP friendly too. DM tells people to list their activities for the days available plus supporting roll, each player posts, resolve and move on.

From a party perspective, the advantage of crafting is a) it's 50% cheaper to make than buy, so our limited loot goes much further and b) it's reliable. Buying involves making rolls to see whether a specific item is available. If you want a +1 keen falchion, Arun ought to be able to make it for you (in time...) The shopkeeper might not have one available.

Please do have a look at the downtime rules. I'd really like us to use them, because I think it will add to the feeling that we're harried, pursued, insecure, then building a response and fighting back. Plus it will enable more great RP, outside of regular encounters.

Tim

-Posted with Wayfinder

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

Again, wow. All of which makes me wonder what the hell are you intending to bring for youself, if not JP?

-Posted with Wayfinder

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet
GM Mason wrote:

You will actually only get one extra spell per level compared to a normal specialized wizard (that is still very good) and the two bonus spells have to be the same spell.

It will go like this:

Level 1: 1st level spells: 1 (Spell per day)+1 (High Int)+2 (Sin Magic, must be same spell)

Level 2: 1st level spells: 2 (Spell per day)+1 (High Int)+2 (Sin Magic, must be same spell)

Level 3: 1st level spells: 2 (Spell per day)+1 (High Int)+2 (Sin Magic, must be same spell)
2nd level spells: 1 (Spell per day)+1 (High Int)+2 (Sin Magic, must be same spell)

Rinse, lather, and repeat.

PS: I am glad you are sticking with human.

Well if you're happy then so am I.

One question: does the 'extra spell slots per level' apply to cantrips as well? ie can I learn not 4 but effectively 5 per day?

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet
Jean-Pierre de Suis wrote:

@Arun:

Well, in that case, off the top of my head, if you want to stay Wizard (Enchanter), I suggest the following:

Switch race to Kitsune (you can keep your current avatar, as your 'human' guise). There is an alternate racial trait that makes them a -2 Str, +2 Dex, +2 Int race (perfect for wizards!). They also get a Racial +1 bonus on to the DCs of Enchantment spells.

Go Enchantment with the 'Controller' subschool. Stack the 'Thassilonian Specialist' Archetype on top of that - sure, you lose access to Necromancy and Transmutation, but the two extra spells slots per spell level is pretty phenomenal :-)

Take Spell Focus(Enchantment) at 1st level, then Greater Spell Focus(Enchantment) at 3rd, then Persistent Spell at 5th.

Your 'go to' Enchantment spells at low levels will probably be:
1st level: Aphasia, Charm Person
2nd level: Hideous Laughter
3rd level: Aversion

For traits, take Wayang Spell Hunter, and Magical Lineage - this will allow you to cast Persistent Aversion as a 3rd level spell (rather than a 5th level one) - the spell is phenomenal, especially given how easily it 'shuts down' dangerous boss monster (by essentially making then permanently nauseated).

Note: I would take max ranks in Linguistics, to try and make it more likely that everything you talk to can understand you - an often vital concern when casting Enchantment spells.

Wow. You clearly do have detailed files. Thank you for the time and effort you put into this. I bow to your roll for 'arcane knowledge'.

In response, I would say:
- I'll stick with Human. It wouldn't be Arun otherwise! I don't want to RP something I'm not into, just to maximise the build.
- I'd already tagged the Controller subtype. I'm going for an animal enchanter build, so the 'Force of Will' ability comes in handy.
- The Sin Magic speciality looks amazing, at +2 spells per level. DM are you really happy with that?
- On Feats, I agree regards Spell Focus. I may or may not follow your advice at later levels. Arun is a smith and for the benfit of the party I may go Crafting, especially since for this AP we won't have much access to cities for equipment / magic items.
- On Traits, I'm doing something different - see above re animals etc.
- On Skills, I think the 'Force of Will' ability negates the need for Linguistics above.

I'll post the build so far on the recruitment thread. Let me know what you think.

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

"Gentlemen - beware! The one we hear is a Warg; they're fast and will command common wolves. There may be goblins with them too..."

Dark Archive

1 person marked this as a favorite.

From your other campaign; here's some thoughts:

I enjoy Arun from an RP perspective and I'd like to keep him thematically similar to how he is today, although he'd benefit from some tweaking to make him more relevant to the AP we are about to start.

I have in mind to shift him from an illusionist to an Enchanter with the Animal Whisperer campaign trait. This means he'd bring some useful skills to the team (Handle Animal, Kn Nature, future crafting ability) plus the ability to use charm and compulsion spells on animals. I'd plan to keep his blacksmith background intact - I like the way it synchs with Khaz.

Secondly, looking afresh at his current profile I see I somehow screwed up his ability point total when I changed it before. Sorry about this - it'll be in line with a 20-point build for our existing module when I finish tonight. I'll post a level 2 Arun here as well, assuming he survives the Dwarven ruins...

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

Kn Arcana: 1d20 + 7 ⇒ (16) + 7 = 23
Perception: 1d20 + 2 ⇒ (13) + 2 = 15

In the absence of action-altering data gleaned from the two checks above, Arun hustles forward towards the barbarian and cleric single move to square P15 , sensibly slowed by a reluctance to become involved in front-line melee. Casting his eyes about in caution, he prepares ready action to direct a blinding ray at any foe who approaches within 30' with aggressive intent.

Blinding Ray ranged touch attack: 1d20 + 3 ⇒ (17) + 3 = 20

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

OK so here's some thoughts:

I enjoy Arun from an RP perspective and I'd like to keep him thematically similar to how he is today, although he'd benefit from some tweaking to make him more relevant to the AP we are about to start.

I have in mind to shift him from an illusionist to an Enchanter with the Animal Whisperer campaign trait. This means he'd bring some useful skills to the team (Handle Animal, Kn Nature, future crafting ability) plus the ability to use charm and compulsion spells on animals. I'd plan to keep his blacksmith background intact - I like the way it synchs with Khaz.

Secondly, looking afresh at his current profile I see I somehow screwed up his ability point total when I changed it before. Sorry about this - it'll be in line with a 20-point build when I finish tonight.

When we start the AP, will we have had some time to train an animal mount, if purchased within the starting gp?

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

Looking at the party composition currently, we have good frontline, healing and survival capability. Some areas we appear weak are rogue skills (steath, disable traps etc) and ranged attack.

-Posted with Wayfinder

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

I think it wise we each have some spares to hand !

-Posted with Wayfinder

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

Arun leaves the Witch's hut somewhat subdued. The party had faced a deadly threat and suffered grievous harm, and Arun had been unable to assist. This merited further thought; being part of an adventuring party (which is how he is now seeing this group) carries real dangers, and ineffective impotence if repeated too often is going to lead to dread results.

Still (cheering up somewhat) Arun had played his part in subduing the witch herself, and that at least was an achievement. Thank the Gods that hag was frightened off, and would never be troubling the group again. oh really?

As they travelled through the woods towards the dwarven ruins, Arun realised the extent of Sariel's wounds. "Khaz, are you able to cure Sariel of his injuries before we encounter more trouble? If not, Fergus, can you use your healing wand instead?"

-Posted with Wayfinder

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

Devoid of opportunities to damage the cauldron, without the any chance to help un-grapple Avo, and with no sign of it ceasing its attack, Arun scrabbles ineffectually at the thin wood wall to try and manufacture an exit: Strength: 1d20 + 0 ⇒ (11) + 0 = 11

-Posted with Wayfinder

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

Well said Marshall. Bang on target.

Taking the topic on from the current issue re Avo, I must confess to a certain nervousness when I see bold statements like yours, JP, about PC development at high levels. I have Pathfinder experience, but none in long term campaigns. I worry about making mistakes in character dev which hit us later on.

I hope my worries are overdone, and of course it's not today's problem. Let's have a discussion before we start the AP. There's certainly changes to make to Arun to make him relevant to the challenges ahead. I suspect I'd like to recast him as a blaster or enchanter rather than an illusionist.

Tim

-Posted with Wayfinder

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

Guys I'd be saddened if either of your characters left. The RP is richer for two such strong identities in the party. If (as you say) Avo was humbled by this experience, then I see that as great character development and part of us developing a story together.

From a party perspective, I'm keen to keep JP as a front line warrior between Arun and the baddies. And Avo as a fellow caster (although I accept there's much overlap between his abilities and Arun's).

Who's to say that another white raven doesn't appear later at some point? Avo is a sorcerer after all.

Or maybe we retcon that the Raven was more aware of the Barbarian's intent than Avo was (it was outside with him; Avo was inside being attacked) and dropped the ring when JP lifted his sling?

Overall, I'd rather be debating RP consequences than not seeing enough RP at all. Let's resolve this and move on.

-Posted with Wayfinder

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet
Jean-Pierre de Suis wrote:
@Arun: Magic Missile is subject to hardness (which I imagine an iron cauldron probably has)... @GM Mason: Is there a Knowledge roll that Arun could make to learn about the cauldron's resistances/immunities...?

As a blacksmith, Arun's very clear that iron is hard ie has DR. However as an illusionist, he's fresh out of other options, bar running away screaming.

Craft: Blacksmith: 1d20 + 7 ⇒ (19) + 7 = 26 DM: how effective is magic missile vs iron cauldrons?

"Jean-Pierre! We have need of your brute strength here!"

-Posted with Wayfinder

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

dammit this app ate my post

Arun clatters around on top of the witch's table, grimacing as he puts a hand in something revolting. Seeing the cauldron attacking Avogadro, he extends his right forefinger and unleashes a fierce bolt of emerald fire from the iron bracer on his arm, then draws a wand from inside his robes ready for another attempt.

Magic missile: 5 = 5 My first post rolled 1d4+1=5 damage, before I overwrote it in error. Honest!
Move action: retrieve wand

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet
Avogadro the Astounding wrote:
*Avogadro bows* all PvP beatings welcomed... In all seriousness I'm aware that the way I'm playing Avogadro could put noses out of joint. If anyone is having less of a good time because of me/Avogadro then please speak up and I will of course reign it in!

No problem Avo - it's all part of the rich story we tell together!

-Posted with Wayfinder

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

DM: Am I safe to assume that there are windows in the hut accessible from the table Arun is sat on?

-Posted with Wayfinder

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

Perception: 1d20 + 2 ⇒ (9) + 2 = 11
Engrossed in talk of beards and the barbarian's moist regions, Arun totally fails to notice the raven taking the ring. When Khaz shouts and the cauldron bites, he is still behind the game.Kn. Arcana: 1d20 + 2 ⇒ (9) + 2 = 11 "what in the nine Hells? What just happened ?"

Reacting to the attack, and to Khaz aiding Sariel, he shouts "Everyone out! If we can keep it in the cottage I have a scroll to seal the door!"

Full round action: withdraw out of threat range of the cauldron to square N11 Arun scrambles up onto the table behind him, scattering the witch's belongings onto the floor with a crash. He hopes the cauldron cannot climb up behind him...

Khaz and Sariel, do you have move actions left after your cure and grapple actions complete?

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet
GM Mason wrote:
Switch it to a wand of magic missle

Cool! Thankyou

-Posted with Wayfinder

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

Khaz can I offer you the wand of CLW I just got? It has seven charges remaining. I can't use it, and I gave the last one to Fergal.

It might free you up to use some of your spells, rather than feel you have to hold them back for curing the party

-Posted with Wayfinder

Dark Archive

M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

Loot - thank you!: 1d10 ⇒ 7

Cool - more healing! I might need that for when the witch comes back... Intimidate is a handy skill, but it doesn't make friends. I can't help but think its a bit risky to use when you're a flimsy level 1 mage.

1 to 50 of 133 << first < prev | 1 | 2 | 3 | next > last >>