DM Tanner's Legacy of Fire OOC Thread


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hp 44/44; AC 17; Init +5 Male Elf Wizard (Evoker) 7

Just added 20 Arrows in quiver to my equipment. May be useful for the archer. :-)

Feel free to eye off my spell list and suggest changes to spells prepared. Zeladiel will oblige requests.


Female Halfling Barbarian (superstitious) 7 | hp 72/72 (86/86 raging)
Zeladiel Araxyll wrote:
Just added 20 Arrows in quiver to my equipment. May be useful for the archer. :-)

Meh, just go around whacking people with your bow. Way more manly.


hp 44/44; AC 17; Init +5 Male Elf Wizard (Evoker) 7

Without arrows, all the bow does is cast spells, and I didn't want to upset you. :-)


Sajan Krama Sumna wrote:

Sorry I get extracts and potions mixed up in my mind sometimes; a nasty side effect of my decision to not allow alchemists in my games i'm afraid :).

As for potions, I believe we have four left to split?

Of course. I'd forgotten you disallow alchemists and summoners. He's been using the infusion discovery to allow others to use extracts he prepares during the morning. He and Arjun's extract lists are broadly similar although he doesn't have true strike (pity that would be rather good on Sajan grapple monster).


Talomyr wrote:
I'm not seeing them on the list, what are the 4 remaining potions?

You got 8 clw and 3 lesser resistance. Think you've used four of the former and assume Grall will drink one of the later to remove his last strength damage.

Sovereign Court

I propose-

1 CLW on Sajan, Nuveril and Grall as we tend to take the most beatings and 1 on Khalid.

And one lesser restore potion on both Linah and Khalid.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager
Zeladiel Araxyll wrote:
Without arrows, all the bow does is cast spells, and I didn't want to upset you. :-)

I doubt if your gp is too much above ours at this point but I might suggest something. You get the MW bow for free as it is your arcane bond.

You can then enchant it as it is your bonded item without the feat at 5th lvl so it would cost you 1000gp total. Seems like a waste to have someone enchant it for the extra gold when it gives you the same bonus to hit for MW and will cost you an extra 1000gp in the long run.
That would give you some cash left over to have made some scrolls or something like that.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Grall will probably just drink his righ no since he is still not at max HP...no point in saving it when it might only heal two anyways :)

Grall would believe that he will not have a chance to drink it once the conbat starts ad will just relay on his toughness to carry him through the day...
1d8 + 1 ⇒ (6) + 1 = 7


Alexander Kilcoyne wrote:

I propose-

1 CLW on Sajan, Nuveril and Grall as we tend to take the most beatings and 1 on Khalid.

And one lesser restore potion on both Linah and Khalid.

Works for me.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Dan, I was trying to post the updated treasure sheet but the options to upload docs is gone. Did you update the permissions on that page?

Nevermind my work PC is blocking that ability....loaded it from my home PC. Everyone has about 1600gp for equipment once we can sell some stuff.


I don't have much to add to the loot discussion so i'll just say this: gogo 3000 posts! \o/


hp 44/44; AC 17; Init +5 Male Elf Wizard (Evoker) 7
Grall wrote:

I doubt if your gp is too much above ours at this point but I might suggest something. You get the MW bow for free as it is your arcane bond.

You can then enchant it as it is your bonded item without the feat at 5th lvl so it would cost you 1000gp total. Seems like a waste to have someone enchant it for the extra gold when it gives you the same bonus to hit for MW and will cost you an extra 1000gp in the long run.
That would give you some cash left over to have made some scrolls or something like that.

True, but then I'd have to wait a level, that extra damage may prove useful, it'll bypass dr/magic and as a big part of the character concept I'd like the best now, now, now, now, now! :-)

There's also the fact that PCs who don't start at 1st level have items that are tailored to the character, and not just found and settled for on the way. I don't feel hard done by, and I hope to still be useful to you guys. If not, I guess we'll probably all get to make new PCs :-)


Patrik Ström wrote:
I don't have much to add to the loot discussion so i'll just say this: gogo 3000 posts! \o/

I am really pleased.


Quick question: Do we have a plan on how we're going to handle the assault on the battle market?


Patrik Ström wrote:
Quick question: Do we have a plan on how we're going to handle the assault on the battle market?

Probably a good thing to think about before we get there. :)

Does Undrella's key unlock all of the doors? If so, it might be a good idea to use one of the doors that's not the main entrance to get a bit of surprise on them.

After that, go in and kill everything sounds like a plan to Nuveril. ;)


With Linah in the picture stealth is pretty much impossible :/ I'm not much of a tactician so i don't have much to add, or a brilliant plan on how we avoid fighting the whole battlemarket at once. Acording to Undrella's list there's still quite a lot of opposition left:

* Kardswann (upper levels)
* Ugruk (flind sub-chief) (upper levels) - unless that's the big gnoll we killed in the guild house
* “Flame witch” (upper levels)
* Personal guard of 12-15 gnolls armes with axes and either spears or bows (split into several units on different levels) - don't know how many there's left
* Gnoll bartender (ground floor)

* 3 Bugbears (ground floor)
* Hurvank (ogre wrestler) (ground floor)

Then add these who she said where placed in the upper part of town.

* 12-18 gnolls armed with axes and some bows (in various buildings near the battle market) - don't know how many left
* 2 gnoll trackers / animal handlers (guardhouse) - dunno if they're left

I'm not to worried about the gnolls (unless the "Personal guard" are supergnolls) as we've sliced through them quite nicely the past times, and only going by "gut feeling" (as i haven't checked) the bugbears should be similar (unless they're loaded with class levels).

Which leaves Kardswann, Ugruk (if he's not dead), "Flame witch" and and Hurvank.

That doesn't actually sound that horrible when seperated like this, but if they gang up things will get tricky.

Acording to the map there's a guard post next to the west locked door. That door and the north door are both adjacent to the bar, which is where i guess we'll find the gnoll bartender. We don't want to fight in the battle arena since there's visibility from all levels (if i understand correctly) which spells trouble with the bow gnolls and the flame witch (and whatever Kardswann can do).

Hmm... quite a long post to say that i'm at a loss on what to do.


HP -12/64, AC 19/18/16 CMD 29, Speed 50 feet, F +8, R +8, W +11, P +12, In +4, AOO +12, EF 6/6, Ki 9/9

We don't have enough information to formulate a great plan. Open the door and improvise.


Why don't we take the east door if Undrella's key works? Seems to be least guarded, and hopefully we can take down some mooks before the big guys make it over to join the battle.


hp 44/44; AC 17; Init +5 Male Elf Wizard (Evoker) 7

Is there a map of the inside? Is there a place we can hole up and funnel them to us? Maybe then move to another choke point? And so on. We should be fine as long as we all stay within a 20' radius burst of each other... right? :-)


Zeladiel Araxyll wrote:
Is there a map of the inside? Is there a place we can hole up and funnel them to us? Maybe then move to another choke point? And so on. We should be fine as long as we all stay within a 20' radius burst of each other... right? :-)

Map is in the Library on the website: Undrella's Map Market Levels 1, 2, and 3.


hp 44/44; AC 17; Init +5 Male Elf Wizard (Evoker) 7
Joana wrote:
Map is in the Library on the website: Undrella's Map Market Levels 1, 2, and 3.

Thanks muchly. I too suggest go the east door (assuming north is up). Go immediately up the steps. Around the south guard post on level 2, then through it up to level 3 and on to Kardswann's quarters.

This keeps us in corridors where we won't be surrounded and will likely split the mooks from the big guys, whom we can hopefully reach before taking too much damage. In the unlikely event we reach Kardswann's quarters before he does, I'm sure we'll find something useful there to help us.


Zeladiel:

Managed to make it to Pauls for his bi-yearly gaming weekend even though late Paris train meant I didn't make it until sat morning. He lives out in the boonies near Exeter.

Games played:
sat
- Twilight Imperium (full expansions took just under 7 hours)
- Civilisation (won this very cheesily despite completely blowing the start by virtue of the other 3 players taking each other out).
sun
- London (wasn't in love with but I was very bad)
- Genial (Paul and I won this in a team game, not the sort of game I usually play but it was really good)
- Seven Ages (man we would have played this game a heap if it had of come out earlier, plays really fast)
- Galaxy Trucker (man did I suck at this one).
- Target Earth (Xcom rip off I picked this up at Essen last year it was quite fun).

Watched a few more. Alien Frontier is new and looked good. Retro sci-fi art. Paul had a protype of Dungeon Pets made by the Czech guys who made Dungeon Keeper. A game about bringing up Tamagochis of all things.


It should be clear from the map but just a note.

You've got two sets of steps leading from 1st level to 2nd level. There appears to be a single set of stairs from 2nd level to the 3rd level, these are in the marked guard room.

The whole thing, floor to dome is about 60 feet high. The third level as marked on the map is about 40 feet high.

As Linah mentioned the middle is open ie standing in the arena you can look straight up through a sky light into the open sky and both upper levels look out over the arena.

I have no pre-conceived notions about how your going to go about this, its up to you. Thinning out the gnolls and killing the hyenas yesterday has made things easier. You may not have perfect information though....


I've been looking at Ultimate Magic. Wow theres some crazy stuff in there.

Not sure if I've articulated this clearly but current policy on using stuff is as follows:

- Paizo core, APG and race/world guides is fine with the exception of Summoners.

- Ultimate magic (and presumably ultimate combat when it comes out) is use with my prior consent. I reserve the right to use stuff from it if I think it will make a particular encounter or NPC "better" (not more powerful) but before I do that it would need to pass my personal "would I let the PCs use that as well" test. Stuff that screws things up even if they make a save tend to be on my stuff I don't like list.

- Some allowable things are on my "I haven't made up my mind but haven't had to think too hard about it list". This includes witches sleep hex, the come and get me rage power and some alchemy discoveries. I reserve the right to change position on these although if it looks like something in this category will form part of someone's future build I will try and raise this well in advance. If your plans involve taking something that you think is borderline cheesy feel free to ask in advance.

- Grall's Finding Halleen trait has been reduced in power. I was reading this wrong (even after the prior discussion on it) and Terok has graciously agreed to reduce its benefit some.

- Revised All Gnolls Must Die and Healing Touch achievement feats will be disclosed when I get around to it. Given these are feats (and you actually you know have a choice whether to take them) I'll be asking the relevant party's opinions on these before they are finalised.

- Fortunately hasn't been relevant but I take a non-traditional view on raise dead and ressurection magic. Basically this works as per RAW for PCs as they have a Special Destiny tm. Using such magic on others is chancy and horribly draining and painful to the caster. This is my personal way of dealing with the "why don't they just ressurect the king when he dies" logical dilemma.


HP -12/64, AC 19/18/16 CMD 29, Speed 50 feet, F +8, R +8, W +11, P +12, In +4, AOO +12, EF 6/6, Ki 9/9

So my proposed Monk vow is ok? Its the only one i'm after and it feels very Gruhastha (remaining silent to protect others in particular).

Vow of Truth:

The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, the monk remains silent. Many monks of this vow also take a vow of silence to show their commitment. A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).


I'm not in love with vow of truth. It feels like a very nice benefit and its scaling worries me (its extra ki or a feat at 5th level and it just gets better). Unlike say the vow of poverty, the disadvantage of the vow is hard to assess particularly if its the sort of thing the character would do anyway. Usually I'd rather see role-playing and personality choices have narrative rather than mechanical benefits.

I can see situations where it will be a disadvantage although frankly where it comes up its likely to be the party that suffers the disadvantage right along with Sajan.

I guess part of it is whether you interpret the vow as a positive obligation to speak truth unless the condition (harm to others) is met and how you interpret what harm is (deadly threat, physical harm, inconvenience, what?). If someone else in Sajan's hearing tells a lie would Sajan have an obligation to correct it? If so that would make any diplomacy situation pretty annoying, any bluff is right out. Comparing it with the disadvantages of the other vows makes me think that was what was intended but I'm uncertain.

Last point and its a biggie is that your supposed to lose the still mind feature to take vows but as a ki mystic you've already swapped that for ki mystic (which increases your ki pool). Not sure if I can justify treating an archtype which trades out still mind as strictly better than a base monk. I'm assuming you don't want to lose ki mystic?

So I'm still on the fence about it but I'm leaning toward no. Would you allow it in your games? Does anybody else particularly the other GMs in the group want to weigh in?


HP -12/64, AC 19/18/16 CMD 29, Speed 50 feet, F +8, R +8, W +11, P +12, In +4, AOO +12, EF 6/6, Ki 9/9

I would allow it in my games, Monks often need the help.

But I hadn't spotted that it replaces Still Mind, so never mind anyway; I can't legally take it.


Reminder that halflings do not have low-light vision; I don't think Nuveril should be clicking on those spoilers....


Joana wrote:
Reminder that halflings do not have low-light vision; I don't think Nuveril should be clicking on those spoilers....

Bah now I'm doing it. No harm this time I will try and remember.


Sajan Krama Sumna wrote:

I would allow it in my games, Monks often need the help.

But I hadn't spotted that it replaces Still Mind, so never mind anyway; I can't legally take it.

Fair enough. Saves us from having to worry about it.

Happy to look at Sajan if he's underperforming in the future but I don't think he's having any issue pulling his weight at the moment.


Achievement feats

I've gone back and forth on All Gnolls Must Die. I've never liked the kill requirement and having a melee focused party of 6 throws all of the calculations off anyway. My gut feeling is that it was designed to be gettable about half way through chapter 2 although that assumes its taken basically at level 6 which doesn't work for PF. I've worried about it trivialising parts of chapter 2. I've gone back and forth on changes to it because its straight out better for Sajan than Nuveril.

However at the end of the day I've decided to just leave it the way it is and let it be taken from 5th level. If we were playing a face to face game I wouldn't have an issue with it. I've decided that the different pace to a pbp game shouldn't change the way I look at balancing abilities. Indeed because its a pbp you'll end up with less gnoll encounters overall to make it useful. I expect Nuveril is probably on the fence about it anyway given the save bonus won't stack with rage.

I've spent even more time on Healing Touch. The addition of channel energy completely throws of the pacing of when its earned (probably making it accrue 3-4 times faster). Linah would probably have it by level 7. I dislike how it will interact with her healers gift. Lastly Linah feels more like a combined fighter/healer than pure healer, to me the ability feels wrong.

Here is my suggested replacement. I think its still very useful. Not as much raw power as Healing Touch but earnable earlier (compared to where I think the original ability was intended under 3.5 rules). Happy to hear comments particularly from Linah. She would have to want to take it for the issue to be relevant after all.

Healing Touch

Requirements: 7th level, cast a cure spell on an ally threatened by an enemy 10 times.

You gain the Combat Healer revelation as per the Oracle battle mystery.


Nuveril:

Wow not looking good in your SS game with the main damage dealers paralyzed. We managed to take down the ghouls quickly and still nearly wiped on the cleric. Negative channeling hurting you and healing the ghouls is utterly brutal.

Sovereign Court

DM, Nuveril:

Sorry, peeked again :(. Promise I will try and be better!

I was going to comment on that too when I got the time- RAW the cleric shouldn't be able to do BOTH with a single channel, she has to choose whether to inflict damage on living or heal undead, in exactly the same way positive channelers can't heal others and harm undead at the same time.

Its a mistake I first made when coming to PF and a pretty common one. Might want to point it out to Navior.


AK, Nuveril:

I'm never going to get that stressed about spoilers in the OOC thread. More about not taking up space.

I started skimming Navior's SS game when I realised it was conveniently behind ours. Figured the channeling was a house rule presumably in part to make up for Joana's weaker channels from multi-class. But it really bites you in the ass in the this fight.

Don't see how PCs at that level could hope to survive the cleric just doing it every round until she runs out and just ripping up any survivors.

Sovereign Court

DM, Nuveril:

I suspect the Nylithati you fought in my game was tougher than Navior's- I also added gear (armour mostly) as a result of her higher CR and NPC levels...

If I still used that house rule I think I would have TPK'ed you.


Dan E & AK:
It's Navior's house rule; he told us about it at the beginning of the game. Up until now, it's only ever helped us. I agree that it makes more sense logically, but it definitely changes fights against undead. Of course, it helps us too in that Douena can hurt Nylithati and heal the others at the same time; unfortunately, she's multiclassed, and her channels aren't as powerful as the ghoul cleric's. In this encounter, at least, advantage bad guys.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Dan, going out of town tonight for a long weekend with a group of guys. You know drinking, women who are not your wife (just kidding!), and sewing quilts....that kind of stuff.
Will still check in once per day but if you feel like I am holding things up post for me, otherwise look for me to post around once per day.


AK,Nuveril:

That ended up rather smoother than I expected. I think our Nylithati had a far more fearful AC. Easily the most memorable encounter of our game so far after the great cannibal battle.

Sovereign Court

Dan E, Nuveril:

I beefed her up by +50% XP to compensate for the six of you (and spent gold on gear) and rolled well on which round she entered the combat. That and you were sent scurrying by a cause fear spell :).


AK & Dan E:
Once the monk took down 2 of the ghouls just before he got paralyzed, that was the turning point. Until then, we had too many chances of getting paralyzed every round. It was a little scary before then!

DanE, I don't know if you read our fight in the cannibal village, but that was a closer call for us. We split the party, with one group fighting the main force on the road and another sneaking into the village through the jungle. We actually lost one of the NPCs in that fight, and toward the end, Douena was the only conscious hero left in the village until the rest of the party made it up the path. (Had some awful dice luck in that battle that turned it against us.)


Looks like Grall just did 49 points of damage with one hit. That's nuts. :O


hp 44/44; AC 17; Init +5 Male Elf Wizard (Evoker) 7

49. Puh-lease. My mage could do that easily...
in 7 levels...
with disintegrate...
if they fail their save...

That's nuts :-O

:-)


DM Dan E wrote:


Krikkak was an exceptional bugbear in many ways. Smarter and stronger than his peers. A veteran of dozens of fights. Especially here in the rugged north of Katapesh the goblinoid races had always been surplanted by the more numerous and rapaciously territorial gnolls. Over the centuries Krikkak's tribe had dwindled from several hundred to a mere score of males. But he found a way to put that intelligence and strength to good use, taking hard coin to supply additional muscle for a number of unsavory employers. Falling in with the wrestler Hurvank had expanded his small band's opportunities even further. Times were good for those with the will to take what was offered and this day held the promise of great reward. Kardswann was paying 500 gold pieces a head for these invaders and he meant to take his share.

First, the gnoll. He had killed Ignaz but Ignaz was slow and stupid. He was ferociously strong but for all his fury paid little heed to defense. With Murank behind him it was only a matter of time until he landed another blow and he doubted the gnoll could take another.

With consumate skill he swung his flail in giant arcs, keeping the gnoll's giant falchion at bay. This close in his foe could not use his greater reach. Easy now. Let Murank swing and then.... he dropped his flail. He looked down at it stupidly. How could he have dropped it? How? And then he saw his right arm still attached to the flail. That wasn't right...

Brilliant! :D


Joana wrote:
Looks like Grall just did 49 points of damage with one hit. That's nuts. :O

I've been aware for a while that Grall was really going to jump up in power when he hit level 4. Extra strength, another point of DR, more power attack damage and reckless abandon. Its a really neat package that works really well with the usual meta of big bad opponent several levels ahead of the party. If its going to hit you anyway then may as well not care about your ac and boost hit as high as it will go.

Course being giant, raged, reckless barbarian has disadvantages one of which is needing a very friendly healing buddy :)


Patrik Ström wrote:
DM Dan E wrote:


Krikkak was an exceptional bugbear in many ways. Smarter and stronger than his peers. A veteran of dozens of fights. Especially here in the rugged north of Katapesh the goblinoid races had always been surplanted by the more numerous and rapaciously territorial gnolls. Over the centuries Krikkak's tribe had dwindled from several hundred to a mere score of males. But he found a way to put that intelligence and strength to good use, taking hard coin to supply additional muscle for a number of unsavory employers. Falling in with the wrestler Hurvank had expanded his small band's opportunities even further. Times were good for those with the will to take what was offered and this day held the promise of great reward. Kardswann was paying 500 gold pieces a head for these invaders and he meant to take his share.

First, the gnoll. He had killed Ignaz but Ignaz was slow and stupid. He was ferociously strong but for all his fury paid little heed to defense. With Murank behind him it was only a matter of time until he landed another blow and he doubted the gnoll could take another.

With consumate skill he swung his flail in giant arcs, keeping the gnoll's giant falchion at bay. This close in his foe could not use his greater reach. Easy now. Let Murank swing and then.... he dropped his flail. He looked down at it stupidly. How could he have dropped it? How? And then he saw his right arm still attached to the flail. That wasn't right...

Brilliant! :D

Poor bugbear with class levels got downed in one hit. He deserved something to mark his passing :)


hp 44/44; AC 17; Init +5 Male Elf Wizard (Evoker) 7

Ditto, the brilliant. You put so much into those NPCs and the more you put in, the faster they die. A minutes silence for Krikkak. :-)


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Grall pumps his Falchion into the air!!!!! ROOOOOOOOAAAAAAAAAAARRRRRRRRRRRRRRR...

Yes, lvl 4 was going to be a biggie, it gets huge with the stacking of the large size, bulls str, rage. Currently at 26 strength :)

EDIT: Yes combat comes down to can you take your opponent down before he takes you down....let's just say that combat has a tendency to move pretty quickly though... lol's


HP -12/64, AC 19/18/16 CMD 29, Speed 50 feet, F +8, R +8, W +11, P +12, In +4, AOO +12, EF 6/6, Ki 9/9

Meh, put enlarge on Sajan too and he can equal that damage in a round without crits ;). Average 16 damage per whack, three whacks at the same high attack bonus.

Sadly, Sajan never seem to roll 20's.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager
Sajan Krama Sumna wrote:

Meh, put enlarge on Sajan too and he can equal that damage in a round without crits ;). Average 16 damage per whack, three whacks at the same high attack bonus.

Sadly, Sajan never seem to roll 20's.

Its okay Sajan, it will happen for you someday....I can feel it! :)

Of course you don't have to lower your AC to 12 to get there...lol's


In my home game, we allow a person with two-weapon fighting to go ahead and take a move action if his first swing is enough to take down his opponent and he has no other targets (if, that is, all he ends up taking is a standard action at a penalty). I'm not sure if that's okay by the rules or not, since you have to apply your TWF penalties before you roll. Thought I'd better ask.

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