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![]() Dakaar looks at the rest of the group, "We have some unfinished business to get to first I believe. That Devil had a powerful artifact that I believe we could convince him to part with. We don't know what we will be up against next, and we would be fools to pass up tools that we can use to get the job done. ![]()
![]() XperimentalDM wrote: Having waited out the dinner party and found the entrance to the knot. Our party have penetrated deep into the Mayorial vault. 2480xp for all. Forgive me if my posting is a bit sporadic for a day or so. I may try to make some major updates in a day or so. Oh everyone roll initiative for the spider room. It doesn't hurt to be prepared. Dakaar are you in the doorway, just outside or just inside? Dakaar stalks through the passage and stops just inside the room, blocking the way so that alcibades can attack unharmed. Stealth: 3d6 + 12 ⇒ (1, 5, 4) + 12 = 22 Dakaar puts up his guard and yells at the spiders, if he manages to sneak in without notice (full defensive). Initiative: 1d20 + 5 ⇒ (7) + 5 = 12 ![]()
![]() Sewer: Dakaar instructs the others to stand about 5' back as he inspects the chest for any nasty suprises.
Perception: 3d6 + 2 + 3 + 4 + 1 ⇒ (5, 4, 4) + 2 + 3 + 4 + 1 = 23 If I can 'take 18' above, I will do so instead of the roll If nothing is found, and the chest is unlocked Dakaar will attempt to open it. If the chest is locked, Dakaar will produce a set of slender tools and try to open the lock. Disable Device:3d6 + 5 + 3 + 4 + 1 + 2 ⇒ (3, 1, 2) + 5 + 3 + 4 + 1 + 2 = 21 ![]()
![]() Dinnertimes: Dakaar clenches his hand and cracks his knuckles while sitting down, looking quizically at the general. Dakaar takes his seat and meets the general's gaze without saying anything.
Dakaar sips a bit of his own wine. If nothing is forthcoming from the General, Dakaar will get up without a word and move on. ![]()
![]() Dakaar will be training (naruto style ;p) the stealthy guys while we are in the main sewer expedition. Honestly I think the ranger might make the best dakaar-like of them all, if hes interested. Dakaar might go off and do some recon ahead of the main group and take the new recruits with him to show them how to do things. ![]()
![]() Training:
Dakaar will observe Yakopulio and Mathalen for a while before approaching them regarding training.
If they are up for the work (Dakaar wont go into specifics yet, just recon/'special work'), he will begin trying to teach the newcomers stealth and ambush tactics. Specifically how to set up a 'job', observing targets (sometimes for days,weeks,etc), picking the opportune time, alchemical use, and marksmanship/accurate fighting. 2nd Course:
Dakaar will speak with the general, and is definately looking to sit next to the mayor as the mayor gets more and more drunk.
Dakaar will sit down by the General and nod at the fellow warrior, seeing if the man strikes up any conversation.
Sewer Crew: Dakaar will take the two hopeful stealthy types, arming them with (their choice) shortbows or shuriken, shortsword,longsword, rapier, and 1 rope, 1 wire, a couple oil flasks each.
Dakaar turns to the trainees, "Reconnaissance is dangerous, don't let your impatience be the death of you. Take your time, and use the terrain and distance to your advantage. Either find or create an opening before you engage." We will be looking for (insert alchemical knowledge that dakaar might have but I do not regarding sewer ingredients :P) as well as a cache of rot-grubs that we will put to great effect in our later training. "If the opportunity arises, you will be trying your hands at trapmaking. You need to keep your wits about you and expand your arsenal beyond what you traditionally use to brain someone with. A shovel, some wire, and pointy sticks can go very far when taking out a superior force."
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![]() XperimentalDM wrote:
Sounds Good. I'll go for the bracers. Dakaar arrives at the hideout, curious to see what these people could possibly want now. ![]()
![]() Dakaar examines the acid and tries determine the likelyhood of what went down here. Craft Alchemy: 3d6 + 3 + 3 ⇒ (1, 3, 1) + 3 + 3 = 11
Dakaar also looks around for anything of alchemical value still salvagable. Craft Alchemy: 3d6 + 3 + 3 ⇒ (5, 5, 3) + 3 + 3 = 19
XperimentalDM wrote:
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![]() XperimentalDM wrote:
Open Lock: 3d6 + 2 + 6 ⇒ (2, 6, 1) + 2 + 6 = 17 ![]()
![]() XperimentalDM wrote: Dakkar has the shoe maker's door open. Perception from anyone going in. Perception 3d6 + 8 ⇒ (3, 1, 3) + 8 = 15 I'll try to climb into the tailor's shop 2nd floor. Climb 3d6 + 4 ⇒ (6, 2, 3) + 4 = 15 And will look around (slow search) before proceeding to unlock Perception 3d6 + 8 ⇒ (4, 1, 5) + 8 = 18 ![]()
![]() XperimentalDM wrote:
(Didnt have time to read everything yet, but heres the disable roll :P) (MW is +2 right?) 3d6 + 6 + 2 ⇒ (1, 1, 6) + 6 + 2 = 16 2nd attempt before giving up if that failed:
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![]() Alcibades wrote: Can you send out the floor plans of the temple and sorounding buildings? i want to mark them up and send the back out. Can Areal create "magic weapon" potions? (From his war domain), or is that something that doesnt translate properly to a potion. Obv the weapon in question is myself, so maybbeee? ![]()
![]() Hey All. I'm playing a Human Monk2 Rog1 I have: 12 str (have had a few str potions which are amazing, wish i had more points to spend)
My current flurry is +5/+5, and I am planning on takeing Aescetic Rogue, imp Natural Weapon and maybe Combat Reflexes/Mobil so I can take shadowdancer. At any rate. I'm not sure where I should spend my level 3 feat. I can take Weapon Focus Unarmed to give myself a +6/+6 attack routine without any magic items or etc, or take Belier's Bite Your unarmed strikes cause your opponent to bleed. Paizo Peripheral This content is from Paizo, however it is not part of the Pathfinder Core Rules.
Benefit: When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage. Special: This ability does not stack with other special abilities, attacks, or items that allow you to deal bleed damage. "
Which feat is the better feat overall? I guess I'm wondering at what point is my AB "good enough" to worry about other things? My saves are prety good (5/10/5) and I rolled pretty decent for HP so I have 28hp at level 3, so I'm pretty happy with things sofar... We have had some pretty challenging combats, but most things sofar seemed to have about 16-18 AC. This is a pf feat from my campaign setting (Doing Council of Thieves). I have essentially no magic items right now except some potions and alchemy related stuff. I have approx 2000gp (incl borrowing from a party member atm). I'm planning on making either a 2-3use/day ring of mage armor, or a 24/7 ring of mage armor, as with our cheap supply of shield of faith potions, I'd have a 23 AC at level 3 which isnt shabby. What else should I be looking for that I can purchase for under, say, 2000 gold? Is getting something enchanted with 'Magic Fang' worth it? Is there any cheap method of enchanting Unarmed Strike? This is my first real in-person campaign, so I am not the best at this ;) Edit: My current feats are: Dodge
Edit2: The DM has restricted to pretty much core PF, but is letting things on a well-see basis. I tried to go for unarmed swordsage and he said no way :P He did say I could take for example Ascetic Rogue, IMP Natural Weapon, and "Defensive Throw" which gives you a free trip attack AoO when you get missed. Edit3: Its also worth noting that we JUST hit 3 so I can change my Rogue choice if anyone has a better suggestion for a high-offensive attacker. In retrospect, I should have rolled a Fighter/Rogue, but I'm committed to unarmed and unarmored unless I want to throw away the Monk2 ive invested. ![]()
![]() Since there was alot of alchemical activity going on. I'm investigating the possibility of local ingredients to the area, and will also scout the outlying territory for any useful ingredients. I will also ask our knowledgable Alcibades about this. Alchemy: 3d6 + 5 ⇒ (3, 2, 3) + 5 = 13
3d6 + 7 ⇒ (4, 3, 6) + 7 = 20 3d6 + 7 ⇒ (1, 2, 4) + 7 = 14 3d6 + 7 ⇒ (2, 3, 3) + 7 = 15
Dakaar is also very curious about the Council, and wonders if this will finally be a solid 'business' lead. When I am relatively healed, Dakaar will venture into town and start to try and collect information regarding the HellKnight group that Shanwen Shanwen belongs to, as well as this council. Dakaar will look at any previous contacts he had and try to get any information. Diplomacy (Gather Intel):
Sense Motive Rolls for anyone I encounter that might be holding back or feeding me bad intel.
And also while in town, I will try and locate someone who can commission my ring for me. Before leaving the fort, I will ask arael for any possible leads on that. XperimentalDM wrote:
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![]() While Dakaar is recovering from his wounds, he pens a letter "home" to his dwarven comrades. It feels like it has been an eternity since the Hell Knights abducted one of his own. With the recent victories made, Dakaar is eager to pay back Shanwen Shanwen and remove anyone from authority who might be actively investigating Dakaar or his order. He might also have to pay a, eh, long talk with the dwarf stupid enough to get caught and put everyone in jeopardy. Dakaar also takes this time to buy an attack dog. Something dark-colored and medium sized, preferably a wolf/husky. Think this guy from samurai showdown ;).
Dakaar will also buy a few younger dogs to train to work as guard/patrol dogs for the Cleansing Flame, and look at hiring a trainer for them. If I know of dog whistles, I'd like to purchase one and work on training commands such as attack, flank, etc with the whistle patterns. I also arrange to have a new tool to be created, and look for the service of a wizard. The next time Dakaar sees Arael, he will purchase 4 more Shield of Faith potions. I'd like to buy a Ring of Mage Armor (CL1, SL1), 2 uses per day (I'll decide by next play through).
Dakaar attempts to get Arael, Alcibades, and etc in a sit-down together and discuss the future of the organization. "We need to become organized, and we need supplies. We once again have fallen into good luck despite our lack of proper planning. We have been shown a great opportunity in finding this defensible fortress. It will provide a good haven for our allies, and a place for us to begin to act out our plans outside of the watchful eyes in the city." Dakaar talks to Aaron, "What sorts of critters can we expect to find this far out? What happens at nightfall? We are far from the city walls (or are we? If I'm mistaken and this is inside the city walls disregard alll of this) We should make preparations to make this defensible." ![]()
![]() "We should look to see if we have any identifying items from the bastards we took out earlier. The plan I propose is this: Lets hit a hellknight patrol, home, or outpost. We plant items that incriminate the bastards there. Then, within a few days, we hire the bastards to hit a hellknight patrol. This should get hostilities fired up between the groups." ![]()
![]() Alcibades wrote: Maybe we should go for our next attack or raid during the day. Quote:
I think if we could convince them to hit the hellknights this would be the best for us all in all. The hellknights would already be motivated to kill them, and any losses they incur are a bonus for us. Propaganda sounds good. ![]()
![]() (Edit: Wanted to make sure everyone knows, this is a pathfinder game!) Hey folks. I am playing in a generally low-magic world. Outright, the character at a core is an assassiney-type acrobatic that uses unarmed strikes. The DM allows core material only (he said I could take imp natural weapon though) and we are playing in what sofar has been a very low-magic setting (were doing council of thieves and sofar we've fought very mundane stuff) and probably will top out at around level 11. I imagine most of our encounters are going to be in urban areas. Disguise/bluff/etc have come in very handy so far. The party originally was going to have 2 rogues, so I rolled a monk instead, and now there are 0 rogues, and I have some MW lockpicks and perform those sort of duties. Anyways!! :) Right now im Monk2 (18dex 12 str 14 wis 12 con, 10 int, crappy cha) and my AB and damage at least sofar are pretty good on par with the party. Its a low-power party and the encounters are pretty much matching this right now. I was considering stopping my MonkX/ and immediately switching to a new class. I really want to go shadowdancer (unless I go rogue instead) because of the shadow jump and summon shadow. I think theres alot of neat things to be done, esp since I can use my Imp. Grapple and hold someone while the shadow does strength drains untill the enemy is dead :P. I was considering multiclassing to rogue, or even Cleric (Travel & Trickery), and noticed that with Ascetic Rogue (I can take this feat) my damage would be good with significant Sneak attack dice added. However, Im going to lose a +3 BAB by level 11, how much of an impact is this going to have? The party has a DragonFire adept, a ranger, a cleric, a sorcerer, and a bard. So basically only myself and the ranger are any good in combat right now. Does anyone have any suggestions? For feats I took: Dodge, Weapon Finesse, Toughness (my hps are pretty decent right now as I rolled pretty well sofar), and Improved Grapple. I can maybe re-do level 2 since we didnt do much combat since hitting 2. Right now my AC is like 17 vs touch and 21 with mage armor, so between me and the Dragonfire Adept,were taking the hits mostly. I worry about losing the AC and AB, but I realize my damage could increase tons, especially if I took improved two weapon fighting when I hit 6BAB as then I'd be on par with a full monk's flurry # of attacks. Can someone give me some suggestions? I read treantmonk's guide, but sadly committed to a dex monk before trying that out. The character is sneaky and so anything to improve that is sort of on the right track. He's LN with evil tendencies, but if I went rogue I think i'd probably very much shift away from lawful as its really hampering me. (I've broken into a room and wont steal the shiny golds because its against his rules >_>) ![]()
![]() Finally, Dakaar spends any free time he has looking for information on local groups, looking for any guards or high profile merchants that live nearby that might be within the bastard's sphere of influence. Dakaar also tries some of his old contacts, looking for any new 'work' that comes his way. As a third item, what would it cost to get a wand of mage armor made?
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