Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
I should be able to have Pfilian recreated in a few days. If we currently have a Bard(archeologist), Inquisitor and Ranger, we should have the skill positions well filled. We are lacking a pure divine and a pure arcane. Since the other classes should be able to cover the healing pretty well, I will see what I can create for a caster. Probably Sorcerer or Wizard, although there are other options including Oracle and Shaman with the right mysteries/spirits.
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
What is the plan for this campaign? We have sort of stalled. I hope everyone is not waiting for me as I have had a terrible time trying to figure out what to recreate Pfilian as, combined with RL getting in the way of creativity. If we want to shut this one so that we all have time for our other games, I am good with that. I also have an invite to another MM game, but want to see what the status of this one is first.
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
All - if anyone is interested we need 1-2 players for the end of a campaign. It is Elsir Vale. It is my first campaign on the site and we are at about the 3.5 year point. The DM is DM Harpwizard (aka Tybek from my Temple of Elemental Evil campaign). We just lost two original players - they were students of DM Harpwizard in RL and were best friends. I think that both just finished college and just do not have the time to keep going. One was a Paladin and the other a Ranger. Currently the party is level 9: Gnome Sorcerer (me)
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
True - of course they are the ancient gods, I might have never have heard of them and am instead interested in making sure that all in the caves beneath Osirion is handled as it should be. We don't want any destructive mining, now do we?
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
Ok, after much consideration, I have a thought. I am looking at a Cleric(Theologian) of Benorus. The empyreal lord of Hidden Wonders, Mines, and Subterranean Creatures. Among his domains are Darkness and Earth. Both the Darkness(Night) and the Earth(Caves) domains have some fun abilities and spells. Personally, I think I would prefer the Darkness domain if that works for GM Tribute. Gives me some fun spells and once I get the Shadow Conjuration, and much later Shadow Evocation, it will allow me to function to some extent as an arcane caster as well.
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
I might just go with the boring Fire Oracle. I have been really burned out recently and cannot get my hands around what I want to build to replace Philian. I keep reading all the oracle archetypes and none seem right (probably spent 2 hours doing this today). I will look at the alchemist again that I was considering a few weeks ago and see if I can get him/her put together.
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
Yeh, with the World Cup over, we have 2-3 months before qualification for the 2016 European Championships start again. There is nothing like watching San Marino play Germany or seeing Italy have to travel to the Faroe Islands.
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
Ok, I know there will be a little overlap with Sunjeet's archeologist (but can we have too many people able to find traps?), but after reading over it several times, I would like to try the Alchemist(Crypt Breaker). The class just seems made for Mummy's Mask. I have never played an alchemist, so I may make some mistakes initially, but should be able to pick it up fairly quick. I know I have been mulling over the oracle for a while, and have actually gone through about a dozen possible builds including Oracle/Monk and Oracle/Paladin builds. But, I just cannot get the feel for the oracle. Probably if I just viewed the oracle as a caster and used the Mysteries as supplementing the spells, it would be fine. However, I keep trying to turn my oracles into ranged or melee combatants and, with the exception of the Battle or Metal Mysteries, oracles are just not set up for this. As long as this is ok, I should be able to have the alchemist put together in a day or so.
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
Sorry for the delays, been some crazy time. I have gone through about a dozen different concepts and I think I have returned to a Oracle with the Stone Revelation. Not sure about the curse. Lame is easy, but sort of lame. Wrecker is interesting. Deaf is cool, but people seem a little apprehensive about this. I figure all it takes is a 1 skill dip for sign language and we are generally good. And after level 7, I can get a faerie dragon to use telepathy. Finally, there is the clouded vision, although since stone oracles have fun throwing, well, stones, this would cut my range substantially.
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
GM Tribute - what is your ruling on the Blackened curse? Would the -4 on weapon attack rolls include on thrown items, such as rocks, or just melee weapons? As far as Sunjeet switching, I could change to a full arcanist, but think that we need healing and a divine caster more, and am still working on an Oracle at this point.
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
Ok, here is an idea, might have time to get it finished tomorrow, but probably not until the weekend. Assimar(Musetouched) Oracle (Stone mystery) with the Deaf or Lame curse - will have to play with the background, but figure he/she is grumpy because he cannot hear the beautiful sounds of nature and music (or cannot dance) Stone Mystery is interesting. The character will probably specialize in throwing stones with the relevant revelations. This seems like a mystery that fits well with the theme of the campaign. Deaf will be interesting to play and we will have to figure out how. We will have to work out how to communicate, but should be able to come up with something other than a slate tablet/chalk. If the Deaf will be too hard to work, I can also easily do the Lame curse. --> either he was deafened when hit by rocks/sand in a sand storm (maybe the roar of the storm was too much) - or, his leg was crushed while working with stones as a child
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
Still trying to figure out what to do. Might look at a cleric or oracle as we are a little short on the divine sides of things. Still out of town with limited time at this point. Currently sitting in the lobby of the courthouse waiting to find what happens next. (Personally, I think that saying I am a lockpick and trap artist might not go over so well here.)
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
Hmm, will have to think about what to do. I rather liked Philian - and his hat. Not sure what to create although with the trapfinding trait, almost any class is an option. I am out of town for the next three days. Any thoughts of what we want for a replacement?
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
GM Tribute: Philian mutters: Ah damn. I hate swimming. The water will ruin my hat. Nonetheless, he heads for the north exit figuring that he might have a chance of surviving as opposed to getting eaten by a strange coffin. Reflex: 1d20 + 6 ⇒ (11) + 6 = 17
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
DM Tribute: Not wanting to leave his companions, but knowing that with a big stone door in the way and a hungry coffin after him, Philian takes off toward the far, now open, doorway. I believe that the door is open on the north wall? Action - Withdraw as far away as I can get from the carnivorous coffin. Heading toward the open north door. Philian also keeps an eye out for anything that looks like a trigger to open the south door. Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
GM Tribute:
Ok, then move the brave bard away. Here is Philian's Theme Song. Hat is not quite right, but I think that the song is accurate.
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
GM Tribute: Acrobatics: 1d20 + 3 ⇒ (16) + 3 = 19 --> Is it 1/2 speed the whole move, or just through the threatened square. I would assume it is just through the threatened square sort of like moving through normal and difficult terrain. If so, I should be able to move 25', 20' normal and 5' and 1/2 speed.
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
Oops. Do I see anything? This is a lot of water for a desert city. Ready action to attack anything that makes itself known. Where is the Map? The only map I see is a spreadsheet with the scorpion battle on it.
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
Oops, don't pull that lever. Unsure how to react since I have no clue what the trap is. Reflex: 1d20 + 6 ⇒ (10) + 6 = 16 <-- if necessary, or you can use the 16 I rolled for the apparently unnecessary second roll.
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
Bah, stupid traps. Who just decides to build traps in a place like this. What is the purpose other than slowing down adventurers. I suppose you might catch the unobservant occasionally, but not a wily halfling like me. With that, Pfilian moves over and begins to investigate the plate by the secret door. Gotta make sure this one does not work so that you lummoxes do not step on it my mistake. Disable Device: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12 <-- not sure if someone has guidance or not
Disable Device: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
Philian does not look overly enthused to be sent off to disarm traps. Ok, he knows how to do it, but doesn't everyone? I mean, it is not really that hard. With a little pushing and prodding, Philian heads off to see if he can jam or disarm the pressure plates. Disable Device: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16 <-- MW tools, +2 I believe Disable Device: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23 After fiddling for what seems forever, including several curses as he manages to prick his finger twice with the tools, Philian (hopefully) gets one of the plates disarmed.
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
Philian looks at the others:
He reaches into his pocked and comes up with a few threads and a piece of pretty stone.
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
Pfilian cautiously follows behind Asaran:
Perception: 1d20 + 6 ⇒ (19) + 6 = 25 <-- money says there is nothing here now that I have a decent roll
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
Knowledge(religion): 1d20 + 2 ⇒ (19) + 2 = 21 Pfilian shakes his head.
He then pauses for a moment.
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
Philian looks at the ranger and puffs out his chest as though speaking from great experience:
Philian then scratches his head:
Lets go through the north door. That is my vote.
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
TWF rogue with kukri and Butterfly sting can be deadly when paired with a Earthbreaker or Pickaxe or Great Axe wielding fighter. Rogue gets the sneak damage and transfers the crit to the 3x or 4x fighter who probably does an average of 50-100 per hit with crits, more depending on feats and strength.
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
My big problem with the thief (stupidly renamed rogue) is that the archetypes really suck. It just seems that they could do all sorts of cool stuff with the class, but instead they just swap out trap finding or uncanny dodge for strange abilities. What I actually like about thief is that it is a great class to dip into to get fun abilities, lots of class skills, evasion and some sneak damage.
As far as the DMing goes, I think you are doing a good job. I have been really distracted recently because of work and RL. I REALLY want to get the ToEE back up and going, but am always too exhausted to feel that I can put the time into it.
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
Can we assume I have a set of lockpicks? As I rarely play players with trapfinding, I managed to forget to include them in my inventory. Assuming I have lockpicks: Still grumbling about the disarray of his clothes, Philian fumbles with his pockets for a few moments before pulling out a mass of tangled wires and needles. After a few more moments, he pulls out a long pick and, just avoiding poking himself, sticks it into the lock and begins fiddling about. Perception(search for traps): 1d20 + 6 ⇒ (3) + 6 = 9 Disable Device: 1d20 + 8 ⇒ (15) + 8 = 23 EDIT - was posting this while watching TV, guess GM Tribute ninjaed me. Maybe I can try a second time to pick the western lock.
Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3
Serelina Bellafini wrote:
Is this posted in the correct thread?
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