Wultram Denka's page

617 posts. Alias of Bigger Club.


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HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

"I suppose you have a business to run. I think you made the wrong choice in giving your word, but at least I can respect you keeping to it." With that the mage is off. He is clearly unhappy with this, once he retuns to the others he mentions. "Captain has agreed to secracy, presumably as part of employment. We are being played, I do not like it. Unless we get an offer to rival promises of divinity, I say we take a dump on the board before flipping the table."


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Wultram seems to almost welcome the cold, it reminding him of home. He takes in the sights the monolith keeping his attention. "Yet it still stands, the same can't be said of things of your time, at least for vast majority of them. Standing test of time like that is something to strive for. I certainly would like for my legacy to echo from here to eternity." The mage notes on the matter.

He then walks off for a moment to find the captain, deeming the half-orc too much of a hassle to bother with. "Now exactly where are you taking this vessel and as such us?"


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

He literally just told us we would arrive before sundown.

Wultram stays silent untill the man leaves. "I am not sure...but I think he believes what he says. Does not mean he is right. That being said I am willing to entertain whatever proposal comes our way. Also no man of that size has the right to be half as silent as that." The mage notes on the matter.

"So I do not have a map, but you seem to know where we are. Where would you expect us to be at sundown? I do not like this vagueness and secrecy."


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

"Taking over without bloodshed? Either time in the jungle has messed with your mind or you are much bigger optimist than I ever realized. If you were in their shoes, would you give up control without resorting to lethal force if necessary? I certainly wouldn't." Another drag off his pipe.

"We don't need to see that place. Would it be useful? Probably if for nothing else than to know it is off no use. I certainly would love to study how they managed to gather and more so control that vast amount of necromantic energy but I realize we have more pressing matters. On doing research, yes however we should hear the houses offer to us. If we find the terms palatable, their influence could open lot of doors we would need to work years on to even hope of accessing. Don't get me wrong I certainly belive they will try to use us and what has transpired as pawns in a game or another, but one needs to remember what happens if a pawn manages to weasel their way to the other side."

"Also we can always later decide that we will have none of it and just cut contact and arrange our own passage around. With your suggestion we are locked into that decision for good. I am saying it is better to see what transpires first." The mage explains his path of logic.

"As to regarding our destination. I am fairly sure it is not mournlands, I don't think these people are idiots."


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Wultram is a bit surprised but seems to not disapprove the suggestion in itself. He chuckles a bit. "I thought your kin was supposed to be more patient. I have never trusted our employer, in fact it was not that long ago that I did not trust you. That being said, I do not think that is a wise coarse of action. First of all I am not sure how experienced this crew is with battle. Most of them likely also hold no responsibility for what has happened. I am not opposed to spilling blood, innocent blood is another matter. Secondly, I might be able to simply brute force the elemental into submission for a while, but that is something I have to do every single time I issue a command, the elemental needs to win that contest only once. Proper pilots to my understanding do not suffer from such limitations. Thirdly, we would be making an enemy of a dragonmarked house, even if we managed to fend them off, it would make anything we want to do considerably more difficult." The mage pauses to light up his pipe.

"With that said. I would like to know what has you angry enough to consider throat cutting?"


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

"I prefer traveling methods, where the transport does not have a chance of deciding that I am a snack." Wultram notes. After a short pause he adds. "That being said, between us, with my understanding on how airships work I am not that confident about this either. At least the captain gave a good impression." With that the mage starts making his way to the mentioned hold.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Yeah as noted, what I was saying was dependant on being about where the standard assumptions are. Also you are right in the fact that very few character needs all of the big 6, the term is mostly applied to the game as a whole not a single character. For example Wultram would benefit from a magic weapon about as much Cole would benefit from headband of cha.

The math I was speaking about:

Nonmagical AC caps off at around 20 or so if we ignore attribute bonuses since attacks gain those too(and are usually higher too). On the other simple BAB caps off at 1d20+20. So it does not take much to realize that if you are going to get targeted by your AC fairly often, you need to invest in some AC boosters. Granted it is expensive in character resources to get a solid defense against the first attack, on the itearitives it isn't quite so bad. Though then again lot of the bestiaries cheat via natural attacks.(That being said they usually have lower attack bonus than somene using levels that is the same CR) I don't think anyone would claim that as levels rise that you don't need AC boosters of somekind unless you have an ability that allows you to just not have AC matter (miss chance for example)

Saves are a bit more complex, because it depends on what class talking about. But as levels rise failinga save becomes nastier and nastier. Simply failing a save can essentially or literally take you completely out of the fight and some of those abilities/spells target more than a single member of the party. Say for example that you have a bad will save and no real reason to invest in Wis, so at 20th level you got +6 from class, now you in a good case got 12-14 Wis, so your save is +7-8. On the other hand the bare minium that 9th level spell DC is 23. So you have 75-80% chance of failure. Add in cloak of +5 and chances are a lot better, even if normally the DC would be at least a couple points higher.

Naturally both examples are at the most extreme end just to illustrate a point. Where the line of unacceptable chance of failure is personal opinion.

Again just talking shop. We have been doing fine in this game. Only time I personally have been lamenting lack of gear was against lot of archers and my measly AC that made me into pincushion.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

As said I am perfectly fine with it not being option, so at this point I am more talking shop than anything else.

The belt example I gave is an actual item in the game

Well it isn't so much that someone might want something else than cloak of resistance, it is the fact that after certain level outside of few corner builds. It is a must have item, or you fail, it is that simple.(as long as you go with assumption of relatively standard game) The bix six items are in the assumed math of the system and out of those said cloak is the most important of them all.(in the sense that it is by far the most expensive to work around and has the biggest drawbacks of not having it) That is why I used it spesifically as example.

Still yes you get most of the benefits of slotless for 150% instead of 200% price. Not all but most.

Also yes using the custom items guidelines as rules, would be a horrible mistake. Hell there has been more than fair amount of threads spesifically having fun with creating the most broken thing they could come up with.

Personally I see the +50%(or +100% for slotless), and adding charges to items(say you wanted boots of haste with 20 rounds instead of 10) as the good ones. More or less everything else goes case by case basis. Well everything goes by that, but with the mentioned rules it has been most likely a formality.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Well it is under custom items that already fall under GM purview as matter of coarse. Still yes, I think you misunderstood what I ment.

It is the same formula that for example belt + 2 con +2 dex would use., Instead of being priced at 8k (as +2 is 4k item each), it is 10k so 50% increase on the 'cheaper'(as same price on effects on this case) effect, counting for the extra 2k.

Now if that is a no go that is perfectly fine by me. However I would like to present the argument that it really helps with some of the more unique items getting used, as nobody is going to sacrifice their cloak slot for anything other cloak of resistance past level 10 or so, well few builds could do it if the gain was high enough.(Say dwarf paladin with the steel soul feat.)


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

@Aubrey: Since we are hammering out crafting stuff, do you allow the custom crafting option of adding effects with +50% price to the cheaper effect? (Say for example Amulet of mighty fist +1/natural armor +1 priced at 7k) Not really relevant right this moment, but it might be something people want to consider later.

While Aubrey said there will be more stuff coming, I figured to do some prep work, the idea being we have something ready so it isn't so much work at that time.

So amulet of mighty fist is essentially worth 2 weapons, Wultram and Nalverren(I think?) probably do not need one. So that would same as 6 weapons. 6x750= 4500

Then get everyone +1 armor and +1 cloak of resistance. 14x400=5600

That leaves us with 700 essence left. Use that to get the wands?


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Chime in people but here is some very rough ideas on how to use essance.(and money when that comes relevant) This is in order.

1)Get people relying on physical attacks a single +1 weapon. Mostly because of DR/magic is fairly common and not unusual to see high numbers to go with it. Market price is 2k a pop. For Vaard amulet of mighty fists since he uses natural attacks.

2) A wand or two of CLW. Idea being that if Tal runs out we have something to fall back on. Market price 750/per

3) Armor +1 and if used in fighting style +1 shield. Market price 1k/per

4) Cloak of resistance +1, +1 to all saves for 1k per is a bargain. And around this level it starts to matter if you are using good or bad base save.

5) Ioun Torch for everyone not cabable of casting light or doesn't have darkvision. It is 75gp for hands free torch what is not to like.

6) If we have something left, then let's start looking at spesific stuff people could use. Like say metamagic rod extend minor to help with buffs.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Dip with surge: 1d20 + 6 + 1d6 ⇒ (7) + 6 + (2) = 15

Figured as much mostly waited to see if needed something else too


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Not sure about saving the staff. Sure we would 'lose' ~7500, but at level 12 that is not a whole lot, where as in our current financial situation it is rather sizable sum. However if people feel like saving it, I won't object.

As to the current loot, I don't really have any use for any of it. Well other than the ring, but using that on Wultram would probably be the worst possible choice.

But with Nalverrens ability, I am more inclined to just scrap everything we can and get stuff that is more ideal. How would that ability work, if you were working with someone? Or is it possible at all? I am just thinking that I could take crafting mastery at next mythic tier to share some of the load. (as eventually 1k/day will become a bottleneck)


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Wultram does his best to dig information out of people, to get an idea what angle the dragonmarked house is working here, during the trip.

Wultram in his own mind is pretty sure this help is not out of altruism.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1
Aubrey the Malformed wrote:
Honestly, I spend the last couple of years giving you next to nothing. FINALLY I let you get some magic items, and you all turn your noses up. What's a DM to do?

It's not that the items are bad. It is just that paizo can't price anything right. Speaking off:

Staff: price is about 15k, for the same value you could get a pearl of power for each spell level it holds. Doesn't help that 2 of the 3 spells are things that we are unlikely to need more than a handful of times in the entire campaign and the 3rd one ain't that much better. If we have people cabable of casting those spells, let's just get some scrolls for fraction of the cost.

Sword: Well if anyone intends to specialize in sundering then it might be worth it. Otherwise keep it around for now, if nothing else it is good for DR/magic.

Ring: Well this one is actually rather straightforwardly good. Bit on the expensive side given our lack of other AC boosters.(As in lot cheaper to have ring+1, amulet +1, armor +1 than ring+3). Hand it to someone whose AC is lacking and is a frontliner. Do note that since we are going towards civilization we can most likely produce whatever base armor we want soon enough. (aka most likely chainshirt/breastplate/fullplate)

Nalverren wrote:

not much i can do with any of it presently, except maybe that ring (which is good for literally everyone). If we do a roll-off for the ring, I'd throw my hat into the ring unless I was aiming for one of the items that are currently unidentified. We will see what comes of the other items.

EXCEPT

I have Retain Essence. I can magic most of these items into other items. I cannot yet alter Rings, Rods, or Staves.

Bolded relevant part. Could you explain how that ability works, not something I am familiar with? It certainly could change quite a bit on the sell department.

Oh and I should note that I am just giving my own opinions on the items at hand. While I do at least like to think I did decent-ish job on the matter. If someone has other thoughts or added ones would be nice to hear them.

EDIT: We should also come up with a way of dividing loot. It hasn't really been relevant so far since we did not have the option of changing any of it.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Okay so I am starting the loot discussion despite us not knowing yet about everything(I would guess that other than the longsword we are gonna know the rest with multiple people having detect magic and spellcraft. on said sword it might take a while and maybe teamwork if that is even possible.)

Oh and just a note you can assume that Wultram explains the function of each item he identifies.

Boneless leather: Sell this as soon as we get to town. only thing of worth in the entire item is +5CMD, if it was based on some decent armor instead of leather it might be reasonable to keep. But with how much it is worth I do not see any reason to keep it. In the mean time hand it off to someone who only has light armor profiency.

Goblin skull bombs: I say let's keep these, I am sure we will eventually come to a situation where they will be usefull. Hell if nothing else we could use them to create a trap. Hand them to the 3 people with best ranged attack modifiers.

Shawl of life: This is decent for it's price, problem is that it shares the slot with cloak of resistance, wich is pretty much mandotory item.(eventually) For now I say let's hand it to Tal, since he is our healer, since he is the most likely to come up from being near unconcious to functional and also it will give us bit of risk minimization when it comes to keeping the healer up.

Collapsible Tower: Sell it, because I don't think anyone has towershield profiency? And it is basicly double price for +2 shield, granted normally you also only sell for half so.... For now, who uses a shield?


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

WOOO we aren't piss poor anymore!

"A possibility certainly but sounds like lot of speculation and assumptions. Regardless Nalverren is right we need to go to a place of knowledge to make sense of these vague clues. Though I would not be too surprised if someone was manipulating us or trying to." Wultram notes on the matter.

The mage then follows suite and casts the simple spell and starts looking over the items trying to figure what they do.

Ring: 1d20 + 10 ⇒ (2) + 10 = 12Fail
leather armor: 1d20 + 10 ⇒ (16) + 10 = 26 Success
longsword: 1d20 + 10 ⇒ (12) + 10 = 22 Fail
Skulls: 1d20 + 10 ⇒ (13) + 10 = 23 Success
cloth: 1d20 + 10 ⇒ (9) + 10 = 19 Success
Shield: 1d20 + 10 ⇒ (18) + 10 = 28 Success
staff: 1d20 + 10 ⇒ (4) + 10 = 14 Fail

"The ring, sword and staffs purpose escapes me for now. Anyone else got better sense of them? I might be able to work them out with time."


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Yeah.

"Let's go, no knowing what that amount of blood in the water is going t attract." Wultram notes starting to concentrate on the swimming once more.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

To be fair, Cole would have almost 98% chance of surviving 6 seconds in lava. Compared to that surviving something slashing it's way out of chest is not too bad.

Wultram does his best to remain still as he casts another spell, sending a spectral shape to wash over the creature to fill it with dread.

Cast doom. DC 19 Will save or shaken.
Spells: 1st: 7/day 2nd: 6/day 3rd: 3/day


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Swim: 1d20 + 7 - 3 ⇒ (9) + 7 - 3 = 13

The skeleton follows the warforged's example and starts clawing itself through the water.

L 13- same depth, Actually if running action is allowed underwater(seems reasonable) then I-16


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Wultram decides to drop the idea of trying to move untill he doesn't need to concentrate on something else. The mage starts casting a spell and soon the familiar dark tentacles shoot out towards the remainining fishes eyes.

Cast blindness/deafness, blind option fort DC20 to negate.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

The skeleton lunges with it's spear with single minded focus.

Spear: 1d20 + 10 ⇒ (18) + 10 = 28 dmg: 1d8 + 4 ⇒ (7) + 4 = 11
Spear: 1d20 + 5 ⇒ (20) + 5 = 25 dmg: 1d8 + 4 ⇒ (4) + 4 = 8
Confirm: 1d20 + 5 ⇒ (14) + 5 = 19 extra dmg: 2d8 + 8 ⇒ (2, 5) + 8 = 15


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Yeah I would say 2/2 makes the most sense. At least Cole has bunch of HP so he won't likely need quite as much healing when in combat. And out of combat we can rely on warforged specific wands once we get into large enough settlement.(that is also in an area that warforged are prevalent)


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Ashshar already pointed out. Also the fish are at different depths.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Swim: 1d20 - 3 ⇒ (7) - 3 = 4
Swim: 1d20 - 3 ⇒ (9) - 3 = 6 I guess wultram is not goin anywhere even with Vaards help.

Wultram tries to move across the water but his armor proves too cumbersome or perhaps concentrating on casting a spell at the same time was too difficult, all the same the mage more or less stays where he is. He does however manage to shoot out a black ray towards the nearer of the predators.

Ray of Exhaustion ranged touch attack: 1d20 + 4 ⇒ (10) + 4 = 14

Targeting #1 Fort save 21 or exhausted, if succeeded then fatigued. Duration 7mins.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Sorry for the delay, christmas circus is in full swing.

Swim: 1d20 + 7 - 3 ⇒ (20) + 7 - 3 = 24 Yes that is where I want nat 20 to be

The skeleton moves closer to the creature and thrust the spear towards it.

Attack: 1d20 + 10 ⇒ (9) + 10 = 19 Damage: 1d8 + 4 ⇒ (4) + 4 = 8

Move to P-9(Pretty sure 5ft step is not a thing when swimming at least without swimspeed) and then standard attack


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

3D with 2D maps, and communicating via pbp, I am predicting a mess.
Well I would assume we would stay at the same depth more or less. Have skeleton be P-10 at 10ft, Wultram same depth at J-10.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Wultram: 1d20 + 1 ⇒ (13) + 1 = 14
Skelly: 1d20 + 5 ⇒ (19) + 5 = 24


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

"I would not untill..."

Wultram: 1d20 + 1 ⇒ (10) + 1 = 11
Skeleton: 1d20 + 10 ⇒ (19) + 10 = 29

"Saw it too." The skeleton pipes up. Wultram imidietly starts casting hoping to help them see whatever it was. Cast light, when he gets a chance.

GM:
Would the fact that the skeleton has a darkvision reveal anything more than just movement?


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Skelly has darkvision, Wultram has dreadsight but on things not noticed by it he takes penalties.

Skelly: 1d20 + 10 ⇒ (6) + 10 = 16
Wultram: 1d20 + 1 ⇒ (3) + 1 = 4


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Wultram hands over his longspear to the skeleton, deciding it would be useless for him to try fight down there anyway given his level of skill. "I can see living and undead that are rather close to me, regardless of my normal vision. We could have the skeleton and Cole lead the way since I doubt any possible predators would be interested given their lack of meat." The mage notes.

He gives Tal a glance. "Joking or not, you would do well not to underestimate him. I would put my money on him against most Rekkenmark academy's graduates."

In case someone is not too familiar with the lore. That place is probably the most prestigious military academy in the 5 nations. And most certainly thought as such by any Karn. Wultram would not really expect Tal to be aware but it is more like a compliment towards Vaard. Also I have what in simplified terms would be companys christmas party today, so I might not be posting untill late Sunday again, depending on how things go.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

"Speaking off. Vaard and Ashshar, I would assume your kin fights in the water much more often than rest of us. Anything we should know about?" Wultram asks. He then starts walking to edge of the boat, concentrates briefly his eyes turning black as he starts to stare at the water intensely.

Activate dread sight.This is a spesific form of blindsight that allows him to see only living(construct and oozes do not count. Also is blind to any items carried) and undead creatures as silhouettes. Range 30ft. Wultram is just trying to get an idea what kind of animals there are in the water, well a vague idea since he most likely would not regonize any of them.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

"There has to be some left, otherwise it would not be sustainable source of nutrition. Also there is the fact that she only woke again rather recently. That being said, I most certainly am not from here or anything close to resembling a jungle. I am just going by the simple logic of she has to eat and would probably chosen her lair with that in mind. That being said I was speaking in the general sense of the river not just this spesific spot." The mage explains.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

"If gods have decided to watch us. I might have a few choice words about their taste in what is humorous to increase even their vocabulary." He jokes before turning a bit more serious. "That being said we should be alert. If something the size of Kalaktua could survive in these waters, that means there is a good chance of latter large pray being present, wich would suggest others similarly sized predators. Granted she could move on land so I might as well be wrong. It certainly would be nice for once to get an easy task."


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Since I mentioned in the game thread already, and it seems breastplates are the thing. I figured moving it here would be better.

So in short because the crafting rules for mundane items are silly, making said 2 masterwork breastplates would take 175 weeks(assuming taking 10 to meet the DC 20 on the nose) under the normal rules. I am pretty sure nobody finds that terribly either from simulationist standpoint and even less so from game POV.

I personally have pretty good experience with Spes Magna Games making craft work.(granted only ever used it in 1 game when the GM introduced me to it.) Wich bases the crafting times on complexity of the item as a base, adding modifiers for special materials, masterwork quality and optional suggestion on size of item. To use the breastplates as example, it would take 4 weeks assuming you meet the DC. The system still gets some bizarre results, but it is worlds better than what PF standard is.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Skelly is currently with studded leather, but there is no intention of staying with light armor, so best probably either to sell the materials or just donate them to the tribe. Shellwise, well as said Skelly will be going for heavy armor eventually. However, I belive Ash and Vaard are sorely lacking in the armor department, since slayer and warlords have medium profiency maybe 2 breastplates?(assuming they are not intending to keep at light armor.) Oh and unless you got some class features to change matters, I hope Aaubrey is willing to change the mundane crafting rules because they are stupid beyond belief, making said breastplates would take eternity and a half normally.

Wultram let's himself relax and enjoy the party in full spirit, feeling safe since he entered the jungle. Only regretting lack of good ale. Mention of lair brings his mood even higher, even if it wasn't a proper dragon it's kin are known for hoards, at least that is the tale.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Wultram starts making his way back to the central island after staring at the corpse for a while to make sure it is actually dead. The mage gives a small nod of his head to the priest at the healing. "Well fought." He notes to none in particular.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

The way I have always run it and seen it run is that the first 5ft of momevement is provoke-free. In case of larger creatures, you essentially look at each square they occupy as seperate 5x5x5ft creature in relation to provoking.(Naturally no multiple AoOs)

Just to throw my 2 copper in. But yeah the rules in more than few places get vague when it comes to non medium creatures.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

The skeleton starts slashing with it's scimitar aiming for more vulnerable spots of the creature. It's trying to stay defensive at the same time and simply can't reach where it tries.

Full attack with combat expertise, Skeleton AC as result is 21.
Attack: 1d20 + 10 ⇒ (1) + 10 = 11 dmg: 1d6 + 3 ⇒ (5) + 3 = 8
Attack: 1d20 + 5 ⇒ (8) + 5 = 13 dmg: 1d6 + 3 ⇒ (5) + 3 = 8

Wultram starts circling the hut he is next to while casting to call another of those ghostly hands next to him.

Hand HP: 1d4 ⇒ 3
Double move to AD32 then as swift action use Wild arcana to cast spectral hand
Temp HP: 4
1st: 8/day
2nd: 4/day
3rd: 3/day
MP:1/5
Skelly: 28/68hp


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Ugh gives me flashbacks to the days when monsters had essentially immune to damage unless you got high enough bonus on your weapon.

Oh and Tal mostly just talking shop, it is interesting since making something like channel actually work past mid levels is no easy feat.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1
Tal'Va'Nocht wrote:

It affects ALL his channeling, so ALL his channel pools would go up by 3d6. The beauty of his build is he rearranges all the HP wounds so that a LOH or two and a couple of channels heal everyone up. The boots would let him basically out of combat heal everyone for free (and a half-hour or so of standing around). I would probably level dip into cleric for one level to pick up another 15D6 of healing per day after I get a phylactery.

Assuming we follow WBL, it shouldn't be long before 11K for one item isn't much.

*2d6

so 7hp on average. Since in combat channeling at least usually is a bad idea we are talking about out of combat. Compared to just buying happy sticks you would need to do 477 channels before breaking even money wise. However if your build makes channel good enough to use while fighting that is a different story.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Phylactery of positive channeling, yeah not a bad idea*looks* 11k...yeah maybe in a few years, that is like 2 and a half persons entire gear at the moment.

Joking aside, perhaps once we get to more civilized lands that might change. Also do your class features make a big difference in channeling? Since at it's basic form it sucks pretty damn hard even with said item.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Cole wrecking face.
@Tal: Wultram is at 16/40+7temp HP, but he is reasonably out of harms way.(and probably out of your range as well) Skeleton hurt too but I am fairly certain healing those is not something paladins do. Anyways the real reason for message is that with our last healer people kept their HP updated on top of the posts in their profile. Granted I do not know if anyone else still keeps the habbit up.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

GM You forgot to move Skellie and Wultram. Y-20 and X-32 respectivly.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

After not so subttle threats my internet provider actually got of their asses and fixed things. So normal posting should resume.

The skeleton pushes forward doing it's best to join the fray just managing to close the distance but no more.

Double move to Y-20

Wultram strides along the bank to get close enough and then channels this new found power into his spell and shoots a ray of dark energy towards the turtle to weaken it.

Ranged touch attack: 1d20 + 4 ⇒ (12) + 4 = 16
SR check in case: 1d20 + 11 ⇒ (6) + 11 = 17
Reroll from Vaard: 1d20 + 11 ⇒ (8) + 11 = 19

Move to X-32
Use, Wild arcana and necromantic mastery to boost my caster level by 4, making it 11. Casting ray of exhaustion, DC 21 fort save, fail exhausted, succesfull fatigued. Duration 11min
Temp HP: 7
1st: 8/day
2nd: 4/day
3rd: 3/day
MP:2/5
Skelly: 28/68hp


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Sorry for delay, internet issues, writing from phone. Due to that can't do a proper post. But Cast false life and both start moving away from the mist.

false life: 1d10 + 7 ⇒ (2) + 7 = 9


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HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Ashshar, don't mean to be backseat gamer, but you might want to consider using surge. It is immediate action, and adds 1d6(unless one has something that modifies it or higher mythic tier) to any roll, costs mythic though.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Boo I was not even done yet nerffing it :P. Also I get the feeling I will regret not using one of these rounds to cast false life.

Wultram reflex: 1d20 + 3 ⇒ (19) + 3 = 22 WOO! success and didn't even need to use surge. 16/40 hp
Spectral hand reflex: 1d20 + 3 ⇒ (7) + 3 = 10 I am assuming it is supernatural ability, given dragon subtype. Otherwise it would be immune. But yeah even taking half damage and improved evasion, plenty enough damage to 'kill' it.

Wultram screams as the steam boils his skin and burns flesh. "You won't get mercy of death!" The mage shrieks in fury.

Skelly reflex: 1d20 + 6 ⇒ (1) + 6 = 7 28/68hp

The heat is so intense that even the animated bones suffer greatly.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Following the plan discussed the skeleton stays put and just covers itself with the shield best it can in case an attack comes.

Total defense, +4 dodge bonus to AC, lasts 1 round, no AoO when using.

Wultram waits for a moment getting ready to cast a spell as soon as the turtle comes out of the water.

Readied action to cast blindness/deafness, DC 20 Fort save, blind option, duration permanent.
SR check in case: 1d20 + 7 ⇒ (19) + 7 = 26
Spectral hand, duration 7min range 170ft, AC 23,incorporeal, improved evasion, Wultrams saves.
1st: 8/day
2nd: 5/day or 4/day depending if readied action triggers
3rd: 3/day


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

The skeleton emerges from the water after a moment, and starts shrieking with it's unnatural voice while slamming sword against shield.

Swim in case needed: 1d20 + 7 - 3 ⇒ (9) + 7 - 3 = 13
Intimidate to demorilize: 1d20 + 12 - 4 ⇒ (4) + 12 - 4 = 12
Well I suppose your average commoner would get scared with that roll. Move to P25

Wultram curses under his breath and starts moving towards the beast, hoping to create tempting target of condensed foes. While he strides the mage casts a spell and a moment later the ghostly hand shoots forward trying to to touch the beast and inflict the curse, before returning to his side.

To hit Touch AC: 1d20 + 5 ⇒ (18) + 5 = 23
SR check in case: 1d20 + 7 ⇒ (15) + 7 = 22
Bestow curse DC20 Wil save or -4 penalty on attack rolls, saves, ability checks, and skill checks. S31

Spectral hand, duration 7min range 170ft, AC 23,incorporeal, improved evasion, Wultrams saves.
1st: 8/day
2nd: 5/day
3rd: 3/day

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