The Scribbler

Dakaar's page

106 posts. Alias of Matthew Galligan.


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Well that was Uneventful. How about we find that lovely tiefling woman? Dakaar grins.


Dakaar instructs alcibades to move to the way we initially encountered the chain ball, out of range of its attacks.


Crux:
Dakaar looks at the southwest passage: "Lets get this over with, with that (wonderful ;p) b%#&~ around I don't want to idle around.

Does that ring of yours work enough to take a fall and open the door?"


"Lets get moving, I don't like these times where we sit around on our laurels and exchange poetry with eachother. I feel like we're getting softer by the moment."


Aaron Burr wrote:

Aaron turns to Dakaar, "Even if there is something still here you won't find it if your blind will you?"

Dakaar looks at the man strangely, "I Wouldn't push my luck if I were you..."


Aaron Burr wrote:
...more treasure...

Dakaar perks up and looks around. "Wait, just to get this clear, theres more treasure, and were NOT going to go after it?"


I hate to say it but thats a convincing argument

"I'm not quite done here, call it professional pride. Those of you too weary to move on, why not rest by the magical door, and we will shortly be ready to join you. If something goes wrong, you are mere feet from escaping."


Dakaar stares at the woman, eying her up.

"Brave.... or stupid?"

As he gets ready to kick her off the ledge he says "If we didn't have to kill you now, I'd have loved to discuss how you pulled that off."


Dakaar moves up and attempts to wrench the woman's arm

1d20 + 3 ⇒ (1) + 3 = 4

Wow.. are you kidding me :)

1d20 + 3 ⇒ (18) + 3 = 21 to confirm my fumble.


XperimentalDM wrote:
Initiative please

1d20 + 5 ⇒ (20) + 5 = 25


Dakaar walks up to the blood room, and inspects the entryway.

Perception: 3d6 + 7 + 2 ⇒ (1, 5, 1) + 7 + 2 = 16


Dakaar moves along, "Enough Talking, shall we see what the next room holds?", heading towards the blood room.


Alcibades wrote:
David: Understood, let's at least give it a try.

"We may be able to rest in one of the cells, but this might ruin our escape plan."


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.


Spiders:
Dakaar maintains total defensive posture with the spiders.


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


Dakaar will head into the spider room, sneaking up to the edge and taking a full defense action, with Alcibades behind him.

Stealth: 3d6 + 12 ⇒ (2, 4, 4) + 12 = 22


Sewer:
1d20 + 5 ⇒ (1) + 5 = 6


Sewer:
Dakaar will pick up the sealed box and bring it back to the party for some insight as to what could possibly be inside.


Pre 3rd course:
I'll start investigating some of the areas that I was tipped off to if possible. Otherwise Dakaar will check the south room out

3rd Course:
Dakaar will sit down with the mayor.


Sewer:
What sort of osund is it? Does it sound like a mechanical object, or something alive? is it scrabbling like an insect or ?

Perception: 3d6 + 2 + 3 + 4 ⇒ (2, 4, 4) + 2 + 3 + 4 = 19


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


Sewer:

Survival: 3d6 + 2 ⇒ (6, 3, 5) + 2 = 16
Survival: 3d6 + 2 ⇒ (1, 2, 5) + 2 = 10

Dakaar also has brought with him 3 bear traps (one for each of the trainees) and two stoppered glass flasks with a handle to which a piece of rope is tied.


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."


XperimentalDM wrote:
Dakaar wrote:
XperimentalDM wrote:
Dakaar wrote:
** spoiler omitted **
** spoiler omitted **

Dakaar looks at the gnome, and shakes his head.

Eeek gnome hookers beware

"Where?"

** spoiler omitted **

Sounds Good. I'll go for the bracers.

Dakaar arrives at the hideout, curious to see what these people could possibly want now.


XperimentalDM wrote:
Dakaar wrote:
** spoiler omitted **
** spoiler omitted **

Dakaar looks at the gnome, and shakes his head.

Eeek gnome hookers beware

"Where?"


DM:

Currently stalking the rooftops and side alleys trying to find any sight of shanwen shanwen, or clues regarding the council.


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
Search: 3d6 + 8 ⇒ (4, 4, 1) + 8 = 17

Dakaar also looks around for anything of alchemical value still salvagable.

Craft Alchemy: 3d6 + 3 + 3 ⇒ (5, 5, 3) + 3 + 3 = 19
Search: 3d6 + 8 ⇒ (3, 6, 2) + 8 = 19

XperimentalDM wrote:
Alcibades wrote:

Does it seem like the flecks of flesh could be someones remains or just from an injury?

I will then go up stairs.

I will then make a perception check for anything threatening
Perception 3d6 + 5

Search for any clues / anything valuable intact
Search: 3d6 + 5
Appraise: 3d6 + 5

It is hard to say. If the flesh are the remains, then a lot of "something" must have been used to destroy the body, either that or it was moved.

You open the door at the top of the stairs, pausing to check for signs of life. Hearing only silence, you open the door into a small kitchen. A large circular table sits in the middle of the room with a few simple chairs set around it. A stone fireplace sits cold in one corner of the room. This room is remarkably undisturbed compared to the lower level. An upturned stool and a few broken jars fallen from a panty by the wall. A door hangs open leading to another room.


XperimentalDM wrote:
Alcibades wrote:

I try to door.

After this is done or in conjunction i would like to try to get aya and Arael to use:

Make Whole: Repairs an object.

on the out buildings to get them in to bet condition... I assume the burnt building make whole will help but it may also need some more construction work.

The door is locked.

Areal will gladly cast several make whole spells.

Open Lock: 3d6 + 2 + 6 ⇒ (2, 6, 1) + 2 + 6 = 17


Dakaar searches the house with alcibades. 3d6 + 8 ⇒ (5, 3, 1) + 8 = 17


Alcibades wrote:

one wolf hits alcibades... for 2 ...

I think dakaars punch is

1d20 + 5 damage 1d6+1

and
acid splash
touch 1d20 + 2 damge 1d4

for me

2d6 reflex half dc 17

Dakaar full round attack is 1d20+6, 1d6+1, and 1d6 sneak attack per hit, 2 if flurry


1d20 + 4 ⇒ (4) + 4 = 8


Perception:3d6 + 8 ⇒ (3, 1, 1) + 8 = 13


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:
Alcibades wrote:
XperimentalDM wrote:
Alcibades wrote:
appraise emerald chip: 3d6 + 5

You think it is probably worth about 250 gp.

Next up is the shoemakers house. The door is locked. from the exterior it is two stories tall. A small sign hangs above the door depicting a boot with a needle and thread.

Assuming this is at the old Tiefling camp (i don't remember if their was a shoemake we were trying to make a deal with)...I will try to get dakaar to pick the lock... if dakaar isn't around to pick the look or scale the wall to let us in from the other side (assuming their is a roof entrance) i will use my crowbar to try to pry may way in.

Crowbar..
Aya3d6 + 2
Alcibades Synergy3d6 + 1

This is at the old camp. No hole in the roof this time. Need disable device from Dakaar

(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:
3d6 + 6 + 2 ⇒ (5, 4, 2) + 6 + 2 = 19


If Alcibades' intel gathering turns up anything, Dakaar will venture into town to try and follow those leads. He will bring his new canine, Smoke, in an attempt to start training him to deal with erm, 'urban reconnaissance'


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)
18 dex
12 con
14 wis
10(or 12? whatever.) int
7 cha

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.
See here for details.
Prerequisites: Improved Unarmed Strike.

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
Toughness (were using a wound/vitality system so it adds an extra wound point too)
+1 fort save trait
Weapon Finesse
Improved Grapple (I was originally planning on straight monk and would get the +full fighter bab to CMB next level but I dont think im going to go that route anymore... wish I could swap it for disarm or something at this point tbh)

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
Perception (Search)[ill make a few rolls for various areas...] (start at noon and go clockwise about 1 keep-size around the area:

3d6 + 7 ⇒ (4, 3, 6) + 7 = 20 3d6 + 7 ⇒ (1, 2, 4) + 7 = 14 3d6 + 7 ⇒ (2, 3, 3) + 7 = 15
3d6 + 7 ⇒ (5, 5, 6) + 7 = 23 --------------keep----------- 3d6 + 7 ⇒ (2, 6, 3) + 7 = 18
3d6 + 7 ⇒ (6, 5, 5) + 7 = 23 3d6 + 7 ⇒ (6, 5, 5) + 7 = 23 3d6 + 7 ⇒ (2, 1, 6) + 7 = 16

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):
(4 attempts at 4 locations)
3d6 + 1 ⇒ (2, 4, 4) + 1 = 11
3d6 + 1 ⇒ (2, 5, 6) + 1 = 14
3d6 + 1 ⇒ (6, 5, 1) + 1 = 13
3d6 + 1 ⇒ (2, 2, 6) + 1 = 11

Sense Motive Rolls for anyone I encounter that might be holding back or feeding me bad intel.
3d6 + 5 ⇒ (3, 2, 5) + 5 = 15
3d6 + 5 ⇒ (3, 4, 6) + 5 = 18
3d6 + 5 ⇒ (1, 6, 5) + 5 = 17
3d6 + 5 ⇒ (3, 3, 4) + 5 = 15

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:

Alchemical Stash

2 Fuse Grenades
2 Liquid Ice
1 Alchemists Fire
5 Alchemical grease
4 Flash Powders
4 Smoke pellets
200 gp of reagents that can be used to make other alchemical goods.


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 ;).
(I Took Handle animal with my rogue level)


I'll buy food in with the gnome.

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).


I'll also inquire to Arael if he can make more of those strength potions.


Finally, I'm selling the MW rapier I picked up at Auraluna's house unless anyone is going to use it.

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."


Dakaar grabs 2 CLW potions from the stack on the ground, and begins to follow everyone downstairs.


3d6 + 0 ⇒ (4, 5, 4) + 0 = 13


Aya wrote:
Do we need to even hire them? Why not just start with leaving traces of each group in the others' territories? I would rather leave less of a trace of our interference if possible.

Dakaar volunteers to plant the evidence with one of the homes of the hellknights.


"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:


Alternately we could try to post a few signs around trying to entice some of the tieflings to get some additional work. We could be genuine in our request or just wish to seperate them from the main body and set and ambush. We could try to hire them for a job which could in actuallity be a trap. Like to hit a merchant caravan which is really us in disguise or really a hell knight target or some such thing.

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 >_>)


DM:

I guess as my last order of business not previously covered in a past post, Dakaar goes about the usual ways of looking for 'work', but is interested if anyone has any specific contracts against the bastards.


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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