DM HolyWater's Rappan Athuk Discussion


Play-by-Post Discussion

401 to 450 of 464 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Male Human Rogue6/Clr1

They will be 'as is' but with the proviso that they are legacy characters meaning if they die new characters come in with the new character creation rules. How lethal? My last party lost 12 characters by level 3 starting at level 1 and about 20 by level 6. I would expect a character death or two per level for awhile, but smart play will cut that down. And with the bonus feats you are not as fragile.

You guys have a couple of newlyweds with you? Well that tears it. You are definitely going to make a side trip first to Zelkor's Ferry. When everyone is ready we will start there.


Male Human Rogue6/Clr1

So, any decision on Jar'k?


Male Human Rogue6/Clr1

Zelkor's Ferry

So how is everyone accessing the forum so I know if I have to change how I do maps? I have generally used Roll20 but if too many of you do not have pc access this won't work.


HP 59/59 AC 30, T 13, FF 28, CMD 24, Fort +8, Ref +4, Will +9, Init +2, Percep +15

I do use a PC and can use roll20, but hate logging into it every time I have to see a map (since I don't pay for it, I get to wait a while each login, and don't like to keep it up and running).


Male Kitsune Executioner Slayer 3 | HP 30/30 | AC 18, Touch 14, FF 14 | CMD 17 | Fort +3, Ref +7, Will +2| Per +8 | Sense +6 | Init +4

If Rappan Athuk is going to be that deadly, I suppose Jar'k would be fine. Koan will remain in play, and I'll keep the alchemist as a backup.

Most of my posting is done via cellphone, but i do have a PC I can use, but my posting rate will be effected.


Male Human Rogue6/Clr1

You would not have to post on the PC all the time, just during combat and even then we can work around it some. Can look at alternatives also.


I'll repurpose zag grammar then. No need for 2x Inspire Courage ;)


HP 38/38 | AC 21, Touch 11, FF 20 | CMD 17 | Fort +7, Ref +3, Will +3 | Per +0, Darkvision 30' | Init +5

I use Roll20, and will stick with Good Thomas for now. When he dies, I'll bring in Illirio.


I have never used rolld20 but I'm sure I can figure it out. I post from my computer and my phone.

My vote is yes for Jar'k the Bard.

everyone else?


Male Human Rogue6/Clr1

I gave him the recruitment link so he can at least post his profile and make his case.


Aggrammar Deepdelver wrote:
I'll repurpose zag grammar then. No need for 2x Inspire Courage ;)

Bleh, that was a hastened post from the phone ;)

Recrunching Aggrammar right now, to remove the Evangelist Cleric archetype.


brvheart, would it be too much of a stretch if, since we are getting Jar'k the Bard on board, I would take one (maybe more in the long run) level of Zen Archer, just so I can make Aggrammar some sort of ranged attacker?

Also planning on going Glory and Tactics domain (I admit I am not the most experienced one when it comes to clerics, so I am not sure if it is the best 'combo' of Domains - but it just feels right?). Not even sure if archer cleric is a 'thing' that will work...

Also, regarding an earlier post - I do intend to roleplay, even if it is Rappan Athuk ;)


Recrunching Sorek to restore his Elanity wohooo

question for Koan. Now that you are back as a Slayer. Will you be filling the trap bot role?

At 4th level you can take the Slayer talent:
Trapfinding: The slayer gains Disable Device as a class skill. The slayer also gains the trapfinding and trap sense rogue abilities, using his slayer level as his effective rogue level.

Are you planning on taking this a filling that role?

If you don't want to do that I can fill that role by altering my character somewhat as GM brvheart is allowing us to keep our previous characters

I would need to make the following changes:

Change my traits to

Trap Finder
Benefit(s): You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

(It is very annoying to have to spend a trait on Trapfinder. Disable Device is already a class skill for Stalkers. But disarming magic traps is not included. Annoying)

Wisdom in the Flesh (Disable Device):
Benefits: Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you.

and change my lvl 1 Stalker Art to:
Rogue Talent Trap Spotter
Benefit: Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap.

This is a lot of my character resources to fill this role. But I can do it and am willing to if you want me to fill that role. Let me know.


Aggrammar would look something like this, if he would take on a more 'archery inclined' role:

Aggrammar:

Aggrammar Deepdelver
Male dwarf cleric of Iomedae 2/monk (zen archer) 1 (Pathfinder RPG Advanced Player's Guide 115)
LG Medium humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 27 (3d8+6)
Fort +7, Ref +5, Will +7; +2 vs. poison, spells, and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee cold iron longsword +3 (1d8+2/19-20) or
. . silver light mace +3 (1d6+2) or
. . unarmed strike +3 (1d6+2)
Ranged or
. . mwk ironwood composite longbow flurry of blows +4/+4 (1d8+2/×3) or
. . mwk ironwood composite longbow +5 (1d8+2/×3) or
. . sling +4 (1d4+2)
Special Attacks channel positive energy 3/day (DC 13, 1d6), flurry of blows, hatred
Domain Spell-Like Abilities (CL 2nd; concentration +4)
. . 5/day—touch of glory (+2)
Cleric Spells Prepared (CL 2nd; concentration +4)
. . 1st—bless, command (DC 13), divine favor, shield of faith[D]
. . 0 (at will)—create water, guidance, purify food and drink (DC 12), stabilize
. . D Domain spell; Domains Glory (Heroism subdomain), War (Tactics subdomain)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 13, Wis 15, Cha 10
Base Atk +1; CMB +3; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Additional Traits, Deadly Aim, Improved Unarmed Strike, Perfect Strike[APG], Point-blank Shot, Precise Shot, Spell Focus (conjuration)
Traits fate's favored, glory of old, reactionary
Skills Acrobatics +4 (+0 to jump), Craft (weapons) +8, Diplomacy +4, Heal +9, Knowledge (history) +5 (+7 on checks that pertain to dwarves or their enemies), Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +5, Perception +2 (+4 to notice unusual stonework), Sense Motive +6, Spellcraft +6; Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Celestial, Common, Dwarven, Infernal
SQ seize the initiative
Combat Gear scroll of magic weapon, obscuring mist, remove sickness, scroll of magic weapon, remove sickness, wand of cure light wounds (50 charges), alchemist's fire (2), antiplague, antitoxin, healer's kit, heatstone, vermin repellent (2); Other Gear +1 chain shirt, cold iron longsword, mwk ironwood composite longbow (+2 Str), silver light mace, sling, sling bullets (20), bandolier, bedroll, belt pouch, belt pouch, crowbar, masterwork artisan's tools, masterwork backpack, miner's pick, silver holy symbol of Iomedae, trail rations (10), waterskin, 145 gp
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Cleric Channel Positive Energy 1d6 (3/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Heroism)
Cleric Domain (Tactics)
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fate's Favored Increase luck bonuses by 1.
Flurry of Blows +0/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Seize the Initiative (5/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Touch of Glory +2 (5/day) (Sp) Grant +2 to a CHA-based skill or ability check.


Male Kitsune Executioner Slayer 3 | HP 30/30 | AC 18, Touch 14, FF 14 | CMD 17 | Fort +3, Ref +7, Will +2| Per +8 | Sense +6 | Init +4

Yeah, I'll fill in the trapfinding role. Gonna drop TWF, move to a mainly ranged role with my feats and switch Ranger Combat Style: Archery at 2nd for Trapfinding. My 4th slayer talent is taken by my archetype. Will probably pick up RCS again at 6th.
Going to also drop realistic likeness. This is not the setting for that whatsoever.
So that probably means Point-Blank Shot, Precise Shot, and one other feat.


Male Human Rogue6/Clr1

You will need someone good with traps that is for sure. I have one in the other RA game so more the merrier I guess Aggramar.


Male Kitsune Executioner Slayer 3 | HP 30/30 | AC 18, Touch 14, FF 14 | CMD 17 | Fort +3, Ref +7, Will +2| Per +8 | Sense +6 | Init +4

http://www.myth-weavers.com/sheet.html#id=91141

Switched my feats around, Took Point Black Shot as L1, Precise Shot as my Bonus feat, took trapfinding and trap spotter (by taking extra slayer talent as L3 feat). If Trap Spotter isn't too necessary, I'd prefer to take Rapid Shot or something else that could up ranged damage, but if Aggrammar is also going the Ranged route, I won't stress it too much.


Male Human Rogue6/Clr1

Looks fine Koan.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Sorek wakes from the nightmare stretches his mind and the world is once again in color. . He can feel his psionic reserves. Wave upon wave of relief rolls over him.

Yet he is still Shaken to his core by this nightmare of being human. he looks at Lars with pity I don't know how he lives with being just a human. . Maybe that's why he drinks so much. .

Sorek the psionic elan has been restored to this campaign. His details are now reflected in this alias.

-Posted with Wayfinder


Male Human Rogue6/Clr1

And yet there are those two moons.


Koan, I would prefer to leave Aggrammar 'as is' since the archery route is kinda taxing - I don't think I will ever get a chance to even fit in Rapid Shot :D

So, if you go ranged, I'll leave him exactly as he is (the original, non archer version, except for a few minor changes, like adding the Tactics Domain, removing the Evangelist Archetype, and the 'Community Minded' trait) - with some well thought out spell selection, he should be able to manage some ranged damage also, if necessary. What do you say?

Also, where is our bard? :D

P.S. I'm about ready to go!

On the topic of accessing the forums, from my end it is a mix of laptop and mobile phone, but mostly on my laptop.


Male Half-Orc Bard 3 | AC 18 T 12 F 16 | HP 27/27 | F +3 R +5 W +2 | Init +2 | Perc +5 Bard 3 (Buccaneer)

Couple of questions:

1). Is hp after first rolled, or average?

2). Favored Class bonuses only hp/skill choice, or can I take the extra rounds of bardic music as per half-orc alternate?

I think after that I'm done.

(Doing rolls now in case it is that. I'll change sheet if different).

HP Level 2 roll: 1d8 + 2 ⇒ (5) + 2 = 7
HP Level 3 roll: 1d8 + 2 ⇒ (8) + 2 = 10

EDIT: Question 3 sorry... Still going with 150gp starting gold? I know you mentioned you weren't doing WBL in the other thread for that game.


Male Human Rogue6/Clr1

Hit points are rolled, reroll 1's. Start at WBL for level 3.


Male Half-Orc Bard 3 | AC 18 T 12 F 16 | HP 27/27 | F +3 R +5 W +2 | Init +2 | Perc +5 Bard 3 (Buccaneer)

Alright, just need to update equipment and I'll be all set.


Welcome aboard Jar'k :D

I should have the changes to Aggrammar finished in a few.


Male Human Rogue6/Clr1

Just to note Jar'k, the rest of the players created their characters under the previous GM. I was going to have them change them to comply with my CC rules, but after reading the gameplay I decided their roleplaying justified them continuing 'as is'. However, if/when their characters die their new ones will have to comply. I have had to do this in the past with my home game and found that in the long run it suffers little in game balance and the continuity is worth it. I just want to be out in the open about it.


Male Half-Orc Bard 3 | AC 18 T 12 F 16 | HP 27/27 | F +3 R +5 W +2 | Init +2 | Perc +5 Bard 3 (Buccaneer)

I hate when I forget to make changes using Word. I always get faced with the "time-out" issue and nothing gets saved... Just need to re-do gear. Again...


Male Human Rogue6/Clr1

I prefer Notepad for this, but Word works as well. Not a problem Jar'k.

I am in the process of setting up the Roll20 site. I have been looking at his mapper and cannot figure out how to even add tokens:( I also see very quickly that it is not going to work well with the 60+ premade maps.


Male Human Rogue6/Clr1

Link to Roll20


Male Half-Orc Bard 3 | AC 18 T 12 F 16 | HP 27/27 | F +3 R +5 W +2 | Init +2 | Perc +5 Bard 3 (Buccaneer)

One thing I do for the games I run is Google Docs (and drawings). Works wonders, easy to edit, and virtually anyone can see them and use them.

Example of previous encounter

But, I'll sign up for Roll20 and give it a try. :)


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

@Jar'k. initially I had reservations about the buccaneer archetype. . I didn't see its benefits and then I took a look at your character sheet and saw the enforcer feat. . Now I get it.

You'll be a great addition to the team simultaneously handing out buffs to the party and snarling throwing insults debuffs to our enemies.
I see where you will have fun RPing a character like this.

Wow those debuffs last rounds. It's too bad enforcer only applies to melee attacks I had an image there for a second of you sending a single debuffing arrow at each of our opponents to open combat with you standing in the back with a mighty bow calling them to their doom.

Alas it only works in melee. . In looking at your character I did not notice acrobatics. . I mention this because tactically the best use of your debuffing will be to play the role of a skirmisher trying to debuff as many opponents as possible. . When you move around to do this you will provoke AAOs.

Is this what you are thinking of flitting about throwing insults debuffs.?

I think that will combine very nicely with Aggrammars ability to grant an ally (you) the best of 2 initiative roles.


Male Half-Orc Bard 3 | AC 18 T 12 F 16 | HP 27/27 | F +3 R +5 W +2 | Init +2 | Perc +5 Bard 3 (Buccaneer)

For now, when there are multiple enemies, I will be focusing on the whip to toss the shaken condition and just take 5-ft steps as appropriate to avoid provoking attacks. I was planning to have Perform (Dance) at level 6 for versatile performance, but I may switch that and do it now and push oratory back.


Male Human Rogue6/Clr1

That works fairly well for wilderlands encounters, but for old school dungeon maps not so much. Ie, this is level 1 of the Mouth of Doom. Each square is 10', there are 33 rooms and traps everywhere!


Male Half-Orc Bard 3 | AC 18 T 12 F 16 | HP 27/27 | F +3 R +5 W +2 | Init +2 | Perc +5 Bard 3 (Buccaneer)

Went ahead and changed to Dance (though sadly, I'll admit that is more meta-gaming than RPing). Almost finished re-doing gear, just had to wait for the work day to slow a bit.


I'm done with Aggrammar - only doubt is second Domain. I am between Travel and Tactics. Any ideas guys, and brvheart?


Male Human Rogue6/Clr1

what is the deity?


Male Half-Orc Bard 3 | AC 18 T 12 F 16 | HP 27/27 | F +3 R +5 W +2 | Init +2 | Perc +5 Bard 3 (Buccaneer)

Personally, I'd go with Travel if only for increasing a dwarf's speed plus getting "Fly" to cast as a cleric at level 5. Also, Teleport at level 9 might come handy in a jam (Only cleric + 3 others alive and badly wounded).


I was thinking between Dwerfater, Muir or Thyr, but there are so many options :D

On another note, if all still wish to contribute for the Wand of CLW, it comes to 125 gold each.

EDIT: Yep, the powers from the Travel Domain are all cool ;)


Male Half-Orc Bard 3 | AC 18 T 12 F 16 | HP 27/27 | F +3 R +5 W +2 | Init +2 | Perc +5 Bard 3 (Buccaneer)

Hmm, I can probably Edit my gear to get the 125 gold. Maybe I'll just drop the +1 armor so I can contribute plus purchase a second one (ya never know).


Male Human Rogue6/Clr1

Those three are all especially good here. Remember the burned out wagons? Fly might not be as valuable when there are things around that can fly a whole lot faster than you! Did he give you any knowledge rolls on that?


Not that I remember...

What exactly do you mean by they 'are good here' brvheart? Do you mean story wise? :D


Male Kitsune Executioner Slayer 3 | HP 30/30 | AC 18, Touch 14, FF 14 | CMD 17 | Fort +3, Ref +7, Will +2| Per +8 | Sense +6 | Init +4

I actually have to go back and tally up my gear. I remember being very under budget.


Male Human Rogue6/Clr1

Storywise, plot hooks, etc. especially Thyr and Muir.


Male Human Rogue6/Clr1

Jar'k rumor checks:

Int check: 1d20 + 1 ⇒ (10) + 1 = 11
Int check: 1d20 + 1 ⇒ (3) + 1 = 4
Chr check: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
rdn: 1d100 ⇒ 34
The goblin city’s entrance lies unguarded. The goblins allow
free trade with anyone who visits them.


Male Human Rogue6/Clr1

If he did not, you five can roll me a knowledge (arcana), presuming you had the skill at that time.


Male Human Rogue6/Clr1

Jar'k, you were travelling on a caravan heading south. I am going to say to Endhome just cus I can:) These five got into some sort of row with the lead caravan guard and master. Over exactly what you are not sure, but something to do with bandits. They decided to leave and you decided that it was probably a good time to take your leave also! You can role play it with them from there in gameplay when ready. Oh, there also seems to be a pair of newlyweds that have left with you.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl
brvheart wrote:
Those three are all especially good here. Remember the burned out wagons? Fly might not be as valuable when there are things around that can fly a whole lot faster than you! Did he give you any knowledge rolls on that?

I'm not sure if we ever got knowledge checks on that.

However on the first page of discussion you can see the rumors that we had heard. At some point (I don't know when), maybe around a campfire we shared the rumours we had heard with each other

This was the rumour Koan had heard
Rumours Known
There are caverns inhabited by living statues; one-time explorers transformed by evil, they ambush the unsuspecting.
A terrible dragon called Gath the Ravager was sealed long ago deep within the dungeon by powerful priests, whose spirits still guard his restless sleep.

Could this be the really fast flying thing connected with burnt out wagons?


Male Human Rogue6/Clr1

You never know Sorek, you never know, but I will allow the knowledges checks as I said. And yes, I saw the rumors. Was looking for them:)


Well, Aggrammar is good to go.

You guys are sure you don't want me playing a wizard instead of a cleric? :D


Male Human Rogue6/Clr1

Guess you will find out soon enough if you psion can fill the role.

401 to 450 of 464 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / DM HolyWater's Rappan Athuk Discussion All Messageboards

Want to post a reply? Sign in.