GM Sappy's Old Glories (Inactive)

Game Master Sapiens

Why should the young heroes get all the fun?

The Parchment:

Set thee off from Slumbering Cat
Seeking where the Dead are at
Journey north and east apace
To find Medusa’s iron embrace,
Follow now the Spider Star
Behind the Wall that hides its Face
To our Sad, Abandoned Place
If visit ye the Long Deceased
Find the Will to Feed the Beast
Then Begin where all Men End
Light go out and Breath Suspend
Egress through the Stony Door
After turning Face to Floor
Each Adellan Branch has Room
In its Silent, Musty Tomb
For at least one Careless Soul
Wouldst thou fill that Empty Hole?

Maps and Handouts


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Back from holidays! Business should resume shortly.

Discussion Thread! OOC, planning, strategy, the like.


Male Halfling Rog(Unc) 5 / Orcl 10 || HP 123/123 || AC 36 (T 22 / FF 36) || CMD 28 || Fort +22 Refl +32 Will +21 || Init +5 || Perception+30 (+26 vs surprise)

Tagging in as discussed. Avatar still needs to be populated, working on details this weekend.


Back from holidays! Business should resume shortly.

Welcome! I'll try to give you some Oracle revelations ASAP.


Male Halfling Rog(Unc) 5 / Orcl 10 || HP 123/123 || AC 36 (T 22 / FF 36) || CMD 28 || Fort +22 Refl +32 Will +21 || Init +5 || Perception+30 (+26 vs surprise)

I've got something out together, I will send it over when I get home from work, get your thoughts.


Back from holidays! Business should resume shortly.

Yay, the site is back online! I've added a note on the document, changing Wings of Luck with a copy of Natural Divination (and changing a bit the fluff on the armor power), for the rest it all looks fine.


Male Halfling Rog(Unc) 5 / Orcl 10 || HP 123/123 || AC 36 (T 22 / FF 36) || CMD 28 || Fort +22 Refl +32 Will +21 || Init +5 || Perception+30 (+26 vs surprise)

Awesome! Glad you liked it as a whole.

It would seem you got a goodly amount of interest so far.

Silver Crusade

Male Human Chirurgeon/5

Making progress with my character. I'm thinking my ninja would have lost his sight sooner than just "clouded eyes" would make him, but he wouldn't have been born blind.

This way, he gets the same penalties to sensory perception as Clouded Eyes except he has

Blindsight:
Blindsight

Some creatures possess blindsight, the extraordinary ability to use a non-visual sense (or a combination senses) to operate effectively without vision. Such senses may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can't see ethereal creatures). This ability operates out to a range specified in the creature description.

Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
Blindsight does not subject a creature to gaze attacks (even though darkvision does).
Blinding attacks do not penalize creatures that use blindsight.
Deafening attacks thwart blindsight if it relies on hearing.
Blindsight works underwater but not in a vacuum.
Blindsight negates displacement and blur effects.

with the keen hearing he developed during his training and in the past decade or so that he's been blind.

That seem balanced enough?

Working on equipment now.


Male Fetchling Ninja/15 || HP 51/83 || AC 27 (T 17/ FF 22) || CMD 27 || Fort +10 Ref +18 Will +15 || Init +14 || Perception+20

And here he is! The dark-haired, blind, scarfaced old kayal, ready to kill you just as easy without looking as if he could...unless you're far away or a ghost or something...

Bio is on the profile.


Back from holidays! Business should resume shortly.

I've been thinking about blindsight, since it's quite a strong ability, giving immunity to invisibility, fog, many illusions and the like. So I think that you could get 10' blindsight (enough to cover melee) and 60' blindsense. Being accustomed to blindness, you also wouldn't have to make an Acrobatics check to move,
You'd only lose your Dex bonus to AC against ranged attacks... except that you can Uncanny Dodge them so nevermind. And of course, not being able to see colors might be a considerable disadvantage.
For the rest it looks nice; I just want to remind that this will likely be a bit of a Pratchetty game, so it's your chance to play him slightly wackier.


Male Fetchling Ninja/15 || HP 51/83 || AC 27 (T 17/ FF 22) || CMD 27 || Fort +10 Ref +18 Will +15 || Init +14 || Perception+20

Not gonna lie, I don't have a lot of experience with wacky, but I'll give it my best shot!


Male Fetchling Ninja/15 || HP 51/83 || AC 27 (T 17/ FF 22) || CMD 27 || Fort +10 Ref +18 Will +15 || Init +14 || Perception+20

It occurred to me that I might qualify for other feats under the "If you have the prereqs" rule...not sure how to pinpoint which others I can get though...


Back from holidays! Business should resume shortly.

Generally, you qualify for all those which have "Improved" or "Greater" in their name, as well as style feats. I allowed Disheartening Display from Dazzling Display, but not any other yet. If you have some feat that you believe should me free, just ask me and I'll check. From what I see, you can get Improved TWF free of charge.


Male Fetchling Ninja/15 || HP 51/83 || AC 27 (T 17/ FF 22) || CMD 27 || Fort +10 Ref +18 Will +15 || Init +14 || Perception+20

Actually, it looks like I don't qualify for Improved TWF (I don't have 17 Dex); but improved Iron Will is on my list


Back from holidays! Business should resume shortly.

Right, didn't see that Dexterity. By the way, your stats seem to be a bit low. Did you apply all the bonuses (old age's +4, ABP increases and the every-4-level increases)?


Male Fetchling Ninja/15 || HP 51/83 || AC 27 (T 17/ FF 22) || CMD 27 || Fort +10 Ref +18 Will +15 || Init +14 || Perception+20

Yeah, I'm all well and good w/ Hero Lab, and I adjusted for the changes made to being Venerable as per the Recruitment thread. My base stats (prior to any adjustments of any kind) are 9, 13, 12, 14, 11, and 12 respectively. Is there a problem?


Back from holidays! Business should resume shortly.

Well, the 16, 14, 14, 12, 10, 10 array was supposed to be before adjustments XD sorry if it wasn't clear.
On top of that you have +4/+4/+4 due to age, either a +6/+2 or a +4/+4 to mental stats and a +4/+2 to physical due to ABP, on top of three +1s from leveling. So I believe your stats should be way higher. For example, piling all of your bonuses into Dex you should reach a 29 (starting 16, +2 race, +4 age, +4 ABP, +3 level).


Male Fetchling Ninja/15 || HP 51/83 || AC 27 (T 17/ FF 22) || CMD 27 || Fort +10 Ref +18 Will +15 || Init +14 || Perception+20

Yeah, way off. My profile's updated.


Back from holidays! Business should resume shortly.

Alright, looks nice. Antroth, are you there?

Also, since recruitment is ending tomorrow, if there is some candidate that catches your eye, you can PM me with your considerations.


Male Halfling Rog(Unc) 5 / Orcl 10 || HP 123/123 || AC 36 (T 22 / FF 36) || CMD 28 || Fort +22 Refl +32 Will +21 || Init +5 || Perception+30 (+26 vs surprise)

Hey, yes, I am here! Have been having too much fun building a 15th level character over the past week. Just need to copy and paste all the goodies into his avatar on here, will get that done this morning.

One feat question: Do Fortunate One and Adaptive Fortune count as "progression feats" like the "improved / greater" feats? I had originally assumed no because they did not include either of those words, but given that both require the halfling alternate ability "Adaptable Luck", then "Adaptive Fortune" requires "Fortunate One" and level 10 and adds to the bonuses presented by the previous two, I thought it fit the formula. Just let me know either way.


Back from holidays! Business should resume shortly.

Gotta love those luck bonuses: not too flashy, but things just work out for you. Yeah, you can get those 2 for the price of 1.


Male Halfling Rog(Unc) 5 / Orcl 10 || HP 123/123 || AC 36 (T 22 / FF 36) || CMD 28 || Fort +22 Refl +32 Will +21 || Init +5 || Perception+30 (+26 vs surprise)

Okay, thank you.

As for applicants that stand out to me, I really like the aging witch Mahb, as well as the disillusioned warrior and (former) noble Duke Vars.

Just my 2 copper.


Human Whitesmith/Gunsmoke
Vitals:
HP 16/16, AC 17, T 13, FF 14, Fort 3, Ref 3, Will 5, Perception +8, Sense Motive +3
SP: 4/4, Arm: Pepperbox, MF: 1-2, Ammo: Metal Cartridge 3/4
Skills:
Craft. Arm Maintenance +6, DD +7, Heal +11, K: Engineering +4, Perception +8), Profession: Gunsmith +9, Sleight of Hand +10, Spellcraft +4

@Antroth: check out Fates Favoured and Luck Stone ;)


Back from holidays! Business should resume shortly.

Hello everyone and welcome! Before we start, there are a few things that need addressing.

1) Can everyone write out their ability score including all the modifiers (in a post, not necessarily in the alias)? It's the thing I'm having the hardest time checking.

Example:
Str 4 (Base 10, Age -6)
Dex 16 (Base 14, Prowess +2)
Con 18 (Base 14, Prowess +4)
Int 16 (Base 12, Age +4)
Wis 16 (Base 10, Prowess +2, Age +4)
Cha 31 (Base 16, Race +2, Prowess +6, Level-ups +3, Age +4)

2) Duke Vars: It doesn't look like you're set up for ABP, since I see several +X items in your inventory.

3) Mahb: I'll likely give you a discount on the Palanquin, since it's basically a broom of flying with a 250% coolness increase. How about 20k gp?

4) Duke Vars, Antroth: Create and populate your alias, please :)

5) You can check out each other, tweak your builds (there are various rogue characters) as you see fit.

6) Remember that you have up to 4 free level 1 cohorts: grandchildren, valets, personal chefs, groupies, annoying fans, whatever you'd like. They'll only act out of combat, obviously, but you can otherwise use them as you see fit (keep it tasteful).

And most important of all: What are we going to play? As I mentioned, Tomb of the Iron Medusa, The Moonscar and the Witchwar Legacy are modules in the right level range.
There are very few PFS scenarios around level 5, and they don't usually have a very high rating.
There is the final book of Curse of the Crimson Throne, Giantslayer, Shattered Star or Second Darkness, as well as some other APs, but ones I'd like to play first. This would be more of a challenge everytime they did a throwback reference.
Otherwise, I can try to upscale a lower-level module (I was suggesting Doom Comes to Dustpawn, but perhaps it's too low-level).
Then, of course, there's third party! I don't have a very vast knowledge of 3PP, but if there are good high-level modules please bring them up!

So, any suggestions on what to play?


Male Human Kineticist 15 || HP 186/186 + 50 Temp - 75 NL || AC 36 T 26 FF 26 || Fort +21 Ref +24 Will +12 || CMD 32 (+2 vs dirty trick) || Per + 29 || Init +21 || Internal Buffer 2

Thanks for the selection, I'm excited to get going. I don't have any idea on what to play, as I've never played at this level before. I have no objection to any of the listed options.

Ability scores (when juiced up on Elemental Overflow):
Str 6 (Base 10, Age -6, EO +2)
Dex 30 (Base 14, Race +2, Age +4, Prowess +4, Level-ups +2, EO +4)
Con 25 (Base 16, Age +4, Prowess +2, Level-ups +1, EO +2)
Int 24 (Base 14, Age +4, Prowess +6)
Wis 14 (Base 12, Prowess +2)
Cha 10 (Base 10)

Something I wanted to ask, @GM, how much would it cost to purchase a drinking flask with never-ending ale? Seems like a magic item Gabriel would have. I know that clerics of Cayden Cailean can produce ale when casting Create Water, a cantrip, so I wondered if it would be a custom magic item with an at-will cantrip on it or something.


HP 124/124 AC 43 T 18 FF 39 Fort +16 ref +20 Will +22, CMD 46 (grapple, dirty trick) 61, Per + 26, Init +1

Happy to be selected.

Got the profile all set up.

Just noticed that improved armor focus and improved shield focus exist, so I added them. They actually appear to have no effect, but just to be tidy they are added.


Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

Hey guys! I'm happy to be in the game and looking forward to adventuring with y'all.

Here is my STAT breakdown. Let me know if you have a hard time reading it or if I screwed up somewhere:

08 STR (10) : Age -6, +4 Prowess
18 DEX (14) : Age +4
15 CON (12) : Age -0 (Slow Reactions), +2 Prowess, +1 (12th level up)
30 INT (16) : Age +4, +6 Prowess, +2 Racial, +2 (4th & 8th level up)
20 WIS (14) : Age +4, +2 Prowess
04 CHA (10) : Age -6

@ Sappy: 20k GP is very generous, thanks! I'll get around to spending that this weekend.

@ Antroth: First, thanks for giving Mahb a thumbs up. I appreciate it. Second, have you settled on your Oracle Mystery? I'm curious whether you'll be taking healing spells and abilities as they could affect my spell loadout.

As far as the Big Question goes... I'm not familiar with the modules so I can't offer a concrete opinion except to say that my preference is for modules with a healthy mix of adventure types: outdoor, dungeon crawl, investigations, etc. Aside from that, I'm adaptable to mood, tone, genre, and everything else.

But I am stoked to get 'Pratchetty' in this game!


Male Human Kineticist 15 || HP 186/186 + 50 Temp - 75 NL || AC 36 T 26 FF 26 || Fort +21 Ref +24 Will +12 || CMD 32 (+2 vs dirty trick) || Per + 29 || Init +21 || Internal Buffer 2

As far as healing goes, I should point out that healing wands have more bang for their buck with me, since I have staff-like wand, so I would be using full CL. For a CLW wand, that would be 1d8+5 instead of 1d8+1. If we all bought a happy stick going in, that might cover us for a little while anyway.

I could potentially try to trade out one of my kineticist utilities with kinetic healer, which would let me heal someone for 16d6+33, but at the cost of 15 non-avoidable, non-healable NL damage per healing (goes away after you've slept, but that's the only way to get rid of it).


Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

With Sappy's generous buy-back price on my ride, I plan on buying a CMW or CSW wand - since I don't want to trade out all of my fun spells for healing. I was looking to amp up the caster level on the wands to get more oomph out of it... but that becomes expensive quick. With you having staff-like wand, I can get the base model to use in combat (at a reduced level) and then you can borrow the wand for post-battle full powered heals... which would be great! I'm going to get the witch version of the wand since my UMD is crap. With yours being so high, it should be no problem out of combat.


Male Halfling Rog(Unc) 5 / Orcl 10 || HP 123/123 || AC 36 (T 22 / FF 36) || CMD 28 || Fort +22 Refl +32 Will +21 || Init +5 || Perception+30 (+26 vs surprise)

Antroth is essentially the herald of the Halfling God of Misadventures, Brands Boris. He has the custom "Luck" mystery that our DM and I collaborated on. He will have some healing ability, but is definitely not a primary healer/ healbot.

If three of us are capable of healing, I think we will be fine.

At work right now, will post stats and populate my avatar upon returning home.


Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

Agreed.


Male Human Kineticist 15 || HP 186/186 + 50 Temp - 75 NL || AC 36 T 26 FF 26 || Fort +21 Ref +24 Will +12 || CMD 32 (+2 vs dirty trick) || Per + 29 || Init +21 || Internal Buffer 2

So, as far as my natural ability to heal (via Kinetic Healer), I would have to trade out Celerity for it. Celerity is basically the ability to cast haste, limited to a 1 round duration, but I can use it an unlimited number of times per day. In an emergency, I can take one point of burn to make it last for 15 rounds, but I am limited to 5 burn per day (I actually have 10 burn per day, but I use 5 to power up my shield in the morning).

So I figured I'd leave it up to the table, because I don't have a strong preference either way - spammable 1-round hastes, or a massive heal (16d6+33) that the recipient has to take 1 burn (15NL that lasts all day) to receive?


Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

I'd say keep Celerity. I think with my wand and normal healing spells plus your ability to use the wand more effectively, and whatever spells Antroth takes... we should be fine. And if it looks like we are going into a serious battle, I can always up my number of heal spells.


HP 124/124 AC 43 T 18 FF 39 Fort +16 ref +20 Will +22, CMD 46 (grapple, dirty trick) 61, Per + 26, Init +1

I'm built to avoid taking too much damage, so I'd like to hope healing won't be too needed. I have both a good AC and DR 6/-.

Of course there's no healing I can do, but I have 4k sitting around, so I can pick up a wand for someone else to use.


Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

OK, Mahb is updated and cash spent. My only major purchases were the wand and a serious load of additional spells (found on my familiar's sheet) to cover all sorts of contingencies. Once you review and approve her, I'm ready to play.

If you'd find it easier to double-check her HeroLab file, I'd be happy to pass it along.


Back from holidays! Business should resume shortly.

Small update on cohorts: you can also pick up monsters with a low CR, provided that you use them out of adventuring, more as a roleplaying tool than a means to solve challenges. Unless, of course, you're traveling with your personal chef and stumble upon a cooking contest, or things like that.

@Gabriel: I'd say 1600gp. It's basically a powered up cantrip, after all. And it's a liquid, so you could use it for the water blast...

@Duke Vars, Antroth, Rasil: Your stats breakdown, please. Everything else looks in order, but stats are, for me, the hardest thing to bookkeep.
Duke, your weapon should have the +4 ABP bonus on top of any special qualities you might have bought.

Also on the modules: I think I narrowed it down to four choices:
- Tomb of the Iron Medusa: A large, old-school dungeon crawl, with tricks and traps and puzzles.
- The Witchwar Legacy: Irrisen, witches, demons, and a quest for an artifact in a winter wonderland.
- Rule of Law: High level investigation, full of tricks and challenges that require careful planning.
- Kingdom of Toads: Again, an evil witch, and a quest to free the kingdom from a curse.

The last two are 3PP and will require a bit of work to transfer into Golarion, but they have really good reviews.


HP 124/124 AC 43 T 18 FF 39 Fort +16 ref +20 Will +22, CMD 46 (grapple, dirty trick) 61, Per + 26, Init +1

His stats are pretty simple: (I see why you are concerned since I forgot to put back in the old age limitations I was using in my original stat post)

Bought:
16 str +2 human +3 level bumps +4 ABP
14 dex +2 ABP
14 con
12 Int +4 ABP
10 Wis +4 ABP
10 Chr

I took:
Clouded Eyes You can't see further than 60 feet. You take a -5 penalty to Perception checks for every 5 feet of distance beyond 30.
Ruined Liver You automatically fail saving throws against poison, nausea and sickness.
Slow Reactions You take a -4 penalty to initiative rolls and Perception rolls to avoid being surprised.

I'll get the limitations put back on there. I forgot about them when I was doing up the sheet and just imported from Hero Lab.

Also my weapon is as it should be since I didn't notice Hero Lab taking over and converting the properties I bought early into ABP +s. Hero Lab is being difficult about this. I should be able to afford that, but the program doesn't seem to want to let me fix it. I'll need to edit it by hand.


Male Human Kineticist 15 || HP 186/186 + 50 Temp - 75 NL || AC 36 T 26 FF 26 || Fort +21 Ref +24 Will +12 || CMD 32 (+2 vs dirty trick) || Per + 29 || Init +21 || Internal Buffer 2

@GM: 1600 works for me, and totally worth it - who wouldn't want a never-ending flask of alcohol?

One thing, just to make sure we're on the same page - as far as I know, a water blast does not require a water source, the kineticist produces his element himself. The only blast that says anything about needing anything is the telekinetic blast, which requires some mundane object to wrap with aether. If you view it otherwise, can you give me your interpretation of how they work? Better to sort it out now, I figure. I will say, though, that basically doing an Ale Blast from my never-ending flask of ale would be quite awesome.

As for the modules, Iron Medusa looks like the best to me - awesome reviews, and lots of traps, which would be fun with our rogues gallery here. I'd be up for any of them, though, if other people feel strongly one way or another; no objections to any of them.


Male Human Kineticist 15 || HP 186/186 + 50 Temp - 75 NL || AC 36 T 26 FF 26 || Fort +21 Ref +24 Will +12 || CMD 32 (+2 vs dirty trick) || Per + 29 || Init +21 || Internal Buffer 2

Question for the group - is there anyone who would not be able to get up into a Rope Trick? Was considering buying a wand of Rope Trick for 50 nights worth of safe camp grounds, but it occurred to me that with all these feeble old geezers, someone might be both incapable of flight and rope climbing.


Back from holidays! Business should resume shortly.

No, you don't need to be swinging anything for a blast: the basic form it would be creating water from magic and swinging it in the same action. Then again, if you have a good amount watery liquid nearby you can use it (just don't start swinging acid), just like waterbending.

@Duke: You are missing the old age +4s! Getting the disadvantages takes out the -6, but you still get the three +4s.


HP 124/124 AC 43 T 18 FF 39 Fort +16 ref +20 Will +22, CMD 46 (grapple, dirty trick) 61, Per + 26, Init +1

Yeah, I know about the +4 to mental stats, but I felt a bit cheap if I added in those. I suppose I can.

As for module choice, I have played and run Iron Medusa, and played Witchwar. They are both good adventures and I don't object to doing the codger version of play with them. I am also capable of separating player and PC knowledge well enough.

Iron Medusa is well suited to Duke Vars since he's in Taldor already.


Male Halfling Rog(Unc) 5 / Orcl 10 || HP 123/123 || AC 36 (T 22 / FF 36) || CMD 28 || Fort +22 Refl +32 Will +21 || Init +5 || Perception+30 (+26 vs surprise)

Stat Breakdown.

STR 10 -2 race = 8
DEX 16 +2 race +2 level +4 age +4 ABP = 28
CON 10 +4 age +2 ABP = 16
INT 14 +2 ABP = 16
WIS 12 -6 age = 6
CHA 14 +2 race +1 level +4 age +6 ABP = 27

AGING EFFECTS
Degraded Memory You take a -10 penalty to Knowledge rolls. You can cast one spell per day (of your top 3 levels) less than usual.
Slow Reactions You take a -4 penalty to initiative rolls and Perception rolls to avoid being surprised.

Given that we have a Ninja and no other divine character, I opted to alter my initial plan for Rogue 8 / Oracle 7 to Rogue 5 / Oracle 10, with Oracle being the favored class. This will boost my spellcasting considerably, as well as my Mystery's revelations, at only a limited impact on my roguish side.

@Gabriel I can climb.

As for which module jumps out to me, Antroth is a recreation of an old 2nd edition character from ~20 years ago, so a classic dungeon crawl in Tomb of the Iron Medusa sounds good, but so does rescuing an entire nation that has been turned into croaking amphibians in Kingdom of Toads. Actually, rescuing a Kingdom sounds exactly like the kind of thing retired adventurers would be drawn back into action for. SO, my vote is for Kingdom of Toads!!!


Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

@Gabriel If a bunch of 15th level characters can't figure out how to get their butts up 10' of rope... we have bigger problems than finding safe shelter. :)

Regarding the modules. Hmmm....

I'd be happy to play any of the proposed modules - but if I have to choose, I'll narrow the field to two that I prefer.

Given all the skill monkeys on the team, I'd say Tomb of the Iron Medusa is a very good choice and could be loads of fun for the whole gang.

If I weren't weighing in the skill monkey factor, I'd go for Witchwar Legacy. It dovetails nicely with Mahb's story and interests. And being able to betray the snowflake witches of Irrisen would make her smile. :)


HP 124/124 AC 43 T 18 FF 39 Fort +16 ref +20 Will +22, CMD 46 (grapple, dirty trick) 61, Per + 26, Init +1

Depending on the endurance of our players and GM, I tend to think "Why not all of them?".


Back from holidays! Business should resume shortly.

Well, "all of them is quite the long-term endeavour, but it's possible. We'll still need one to start, though. ^_^

@Duke: Remember that you can take the "alternate" distribution: a +4 to one of Str or Dex, another to one of Con or Int, and a last one to Wis or Cha.


HP 124/124 AC 43 T 18 FF 39 Fort +16 ref +20 Will +22, CMD 46 (grapple, dirty trick) 61, Per + 26, Init +1

OK, I'll make up my mind on that. I'm sort of leaving con deliberately low as a measure of him being a bit on the worn out side.

I could boost dex maybe though.


Male Human Kineticist 15 || HP 186/186 + 50 Temp - 75 NL || AC 36 T 26 FF 26 || Fort +21 Ref +24 Will +12 || CMD 32 (+2 vs dirty trick) || Per + 29 || Init +21 || Internal Buffer 2

Another question for the GM: how do you handle wands in an efficient quiver? Can it hold them, what sort of an action is it to get one out, and does it provoke an AOO to draw one?

For the modules, what sort of level advancement are we talking for each one? Should we expect any one module to take us to 20? If we in theory were to do more than one, would any order make better sense from a level progression standpoint?


Male Fetchling Ninja/15 || HP 51/83 || AC 27 (T 17/ FF 22) || CMD 27 || Fort +10 Ref +18 Will +15 || Init +14 || Perception+20

Sorry, I just got done with a 3-in-a-row at work...here's my stats

STR: 5 (base 10, -6 age, +1 lvl bonus)
DEX: 19 (base 16, +1 lvl bonus, +2 race bonus)
CON: 8 (base 14, -6 age)
INT: 16 (base 12, +4 age)
WIS: 13 (base 10, +4 age, +1 lvl bonus, -2 race mod)
CHA: 20 (base 14, +4 age, +2 race bonus)

And as far as what game to play, I'm not familiar with those APs, but while Rasil is good anywhere, he's great in highly-populated urban areas.


Back from holidays! Business should resume shortly.

@Gabriel: I'd say that it holds them in the arrow portion, and they handle like a weapon: can draw them with a move action, does not provoke, sheating it is a move action that provokes.

About advancement, the order would be Tomb of the Iron Medusa (lv. 14), Rule of Law (14-16), Witchwar Legacy (17) and Kingdom of Toads (17-18) although they are adjustable.
There might be a levelup or two, we'll see. Also, I have no idea how the various adjustments changed your CR, so the first fights might be too easy or too hard, I'll try to find the right rythm.

@Rasil: You are missing the ABP bonuses! Either a +6/+2 or a +4/+4 to mental scores and a +4/+2 to physical ones.

When all is said and done, looks like Tomb of the Iron Medusa is a well-liked choice, an old-school game for old characters. Due to my school exams, it will take me a little bit of time to work up the start, but I'll start the gameplay so you can get the characters rolling.

Finally: Right now the only cohort I've heard about is Mahb's flying chattering skull. Think now if you want to bring your lackeys, family or servants along (if you get a brilliant idea, you might grab them on the way).


Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

FWIW, I placed a link to my cohort's sheet in Mahb's profile. So she is ready to roll. :)


Male Fetchling Ninja/15 || HP 51/83 || AC 27 (T 17/ FF 22) || CMD 27 || Fort +10 Ref +18 Will +15 || Init +14 || Perception+20

Wow. Totally missed everything about ABP. Never heard of it before this. Sorry.

Okay, is it just the ability score bonuses or do we get all of that stuff?

Also, I'm working on a cohort who is following Rasil around wanting to learn from him, but he doesn't want a student. This is actually the main reason he's going on this adventure...hoping to scare off this ninja-wannabe.

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