A Hero, lost in the dark, shall be found (Inactive)

Game Master Terquem

A Hero, Hallister, was captured in the Palace of the Vampire Queen

Can his friends hire the right kinds of heroes that can help them to rescue their lost friend?


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I'm sorry. When you said be specific, I thought you meant in terms of description, not rules. I didn't ignore the post, I just misunderstood.


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

I'm honestly never quite sure how to handle Sorcerers learning new magic overnight. Do they just instinctively realize they have this new spell and level of magic? Is it sort of an emotional thing like you might see in a movie?


Male N Dwarf Druid 5 | HP: 39/41 | AC: 22 T: 12 FF: 21 | CMD: 16 | Fort: +7 Ref: +4 Will: +9 | Perception +12 | Initiative +7

there are lots of ways to flavor it. Maybe you experiment with magic in your free time and have just made a breakthrough. Maybe your last big fight or event unlocked and "level" of power in your blood. Could just be instinct, you acted before thinking and then realized you'd never used that magic before.


male

I like the "stumbled upon it by accident" explanation best, for sorcerers this seems fitting. In fact, you think you are casting a spell you know, when you flick your finger this way, instead of that way, and something entirely new happens. You remember what it was you just did, and try it again, and then it's like, wow, look what I can do now.


male

I’ve updated the map for the encounter at the Porker’s Pants
Miagnik is in square AH,27 slightly hidden behind the open door which swings in his direction
Agos, I have placed in square AI,25
Scruff has reached square AK,24, and engages a giant there, he throws himself at the giant but he is simply too small to push the giant back
Beldain has fired an arrow at giant Y (yellow), he is at the doorway, square AI,29
Barnabas has cast a spell (could you please select squares for the animals that are summoned to appear in, he is in square AH,29

Meanwhile…
I have a necessary and important question to resolve
Will Baradesh, Brolma, Chuffer, Dinura, Kurgan, and Moralane try to stay together as they move toward what they think is the fire in the distance or will you all move independently?
Talking among yourselves to establish this is recommended


Sticking to Moralane like glue. I'll get a post up tonight.


Male N Dwarf Druid 5 | HP: 39/41 | AC: 22 T: 12 FF: 21 | CMD: 16 | Fort: +7 Ref: +4 Will: +9 | Perception +12 | Initiative +7

Ak 23 and Al 24

The Exchange

Male Human Desk Monkey 2/ Logistics Guru 3/ Over-educated 2/Gamer 6

Brolma's sticking with he largest contingent.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Sticking together! One AC11 dwarf coming to join the fight!


male

I've put off updating until I can sit down at the right computer and make sure the maps are updated. Look for posts tomorrow *fingers crossed*


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

By a player standpoint, I really wanted to launch the fireball in the air near the back left square 5 ft. above the Orange giant's head. However, I can't really justify that particular move from the character's standpoint. As the goblin basically launched a fireball at the face of the lead giant.

This will still mostly have the desired effect of hitting all 3 giants but also will roast the goblin, the animal companion, and the summoned creatures too. Also it will create a noticeable explosion of fire in the sky.


Male N Dwarf Druid 5 | HP: 39/41 | AC: 22 T: 12 FF: 21 | CMD: 16 | Fort: +7 Ref: +4 Will: +9 | Perception +12 | Initiative +7

The badgers are expendable obviously but I would really rather keep Scruff as uncooked as possible.


Male CG Dwarf Ranger 2 | HP: 19/19 | AC: 17 (13 Tch, 14 Fl) | CMB: +4, CMD: 17 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +6, SM: +1 | Speed 20ft | 1st Favored Enemy: Undead | Spells: None | Active conditions: Life Pact

...the smell of cooked wombat wafts in through the open door of the Porker's Pants...


Ancient Mariner | Male Dwarf Cleric 4 | HP 31/31 | AC 16 (T 11, FF 15) | CMD 14 (17 v bullrush/trip) | F +7 / R +2 / W +11 | Speed 20 | Init +0 | Perception +11 (darkvision); Sense Motive +10 | Channels 3/4 | Spells: 1st 3/5, 2nd 3/4 | Surge 7/7, Wind Blast 7/7 | Active Effects: magic stone 1/3 remaining; life pact 7/7 min remain

I admit I'm not 100% on the current combat round. Am I good to post Round 3 actions?


male

We are, I believe, processing round 3 right now


Male N Dwarf Druid 5 | HP: 39/41 | AC: 22 T: 12 FF: 21 | CMD: 16 | Fort: +7 Ref: +4 Will: +9 | Perception +12 | Initiative +7

The badgers should still be up. 24 damage puts them at -2 which increases to 1 thanks to blood rage.

Barnabas and Miagnik will be having words about proper fireball etiquette after this fight.


male

I never know the proper way to handle negative hit point totals for creatures other than the PCs.

Thanks!

edit: Hmmm the PRD says summoned creatures go away if they are "killed" (whatever that means) or if its hit point total drops to 0 or lower...need to do some homework.


Male N Dwarf Druid 5 | HP: 39/41 | AC: 22 T: 12 FF: 21 | CMD: 16 | Fort: +7 Ref: +4 Will: +9 | Perception +12 | Initiative +7

Seems weird for the badgers to disappear below 0 because the have ferocity.
Here is the faq for ferocious summons, which gives your summoned creatures ferocity. I assume it would work the same way for a creature which naturally has the ability.


male

That's good to know, thanks again


male

I've added another map, for the group with the other characters facing the vampire spawn

Sorry this is taking so long. I will try to post more this week if I can.


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Well here's to hoping everyone else manages to finish off the Giants.


Miagnik wrote:
Well here's to hoping everyone else manages to finish off the Giants.

::Gulp::

Those fireballs did help!


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)
Wandering GM wrote:
Miagnik wrote:
Well here's to hoping everyone else manages to finish off the Giants.

::Gulp::

Those fireballs did help!

Yep, 6th level sorcerer gets one 3rd level spell. I had actually toyed with lightning bolt or Halt Undead, especially for this game, but fireball was just too awesome and completely in my characters wheel house.


male

I came down with a little flu at the beginning of the week. I was able to post a few simple updates, but the more complex ones I put off. I feel a bit better today and I hope to update this and the other battle I have going in another game tonight


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Glad you're feeling better Terquem.


male

I'm sorry I wasn't more clear

But when I asked for Initiative, to see if Moralane could shoot first, I forgot yto tell all the others with her to roll as well

I have rolled for
Chuffer
Brolma
Baradesh and
Dinura

Please post your round 1 actions now...

Meanwhile, two giants are down, and Miagnik has recovered, and is prone


male

Am I confused, or do Vampire Spawn have better DR than vampires?

Seems Magic and Silver overcome a vampire's DR, but only Silver overcomes a Spawn's DR?

Am I reading this wrong?


Ancient Mariner | Male Dwarf Cleric 4 | HP 31/31 | AC 16 (T 11, FF 15) | CMD 14 (17 v bullrush/trip) | F +7 / R +2 / W +11 | Speed 20 | Init +0 | Perception +11 (darkvision); Sense Motive +10 | Channels 3/4 | Spells: 1st 3/5, 2nd 3/4 | Surge 7/7, Wind Blast 7/7 | Active Effects: magic stone 1/3 remaining; life pact 7/7 min remain

@Terquem: Vampire DR is overcome by weapons that are BOTH magic AND silver (not magic OR silver). By standard Pathfinder DR rules this means a +3 or better weapon also overcomes their DR.


male

Ah, thank you I knew I was missing something simple.


male

Looks like we might have temporarily lost Chuffer, Dinura, and Brolma

I'm sending off PMs and updating the thread


| HP 34/34 | AC 22, T 13, FF 20 | Fort +7, Ref +3, Will +5 | CMB +8, CMD 20 | Perc +7 | Init +2

That could make this fight with the Spawn exciting.


Male CG Dwarf Ranger 2 | HP: 19/19 | AC: 17 (13 Tch, 14 Fl) | CMB: +4, CMD: 17 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +6, SM: +1 | Speed 20ft | 1st Favored Enemy: Undead | Spells: None | Active conditions: Life Pact
Terquem wrote:

Looks like we might have temporarily lost Chuffer, Dinura, and Brolma

I'm sending off PMs and updating the thread

In the other game I have with Dinura's player, he mentioned life was getting busy for him and hasn't been around in a few weeks. Hopefully he will be back.


Sorry, I let life kick my ass and scrabbling back from it all, I will post in a minute. Thanks for the reach out Terquem.


male

BY the way, if I think I understand the automatic progression rules, no one should be running around with any +(anything) magic weapons, but all magic weapons should instead have unique properties. Is this correct?


male

The battle with the night's spawn map has been updated, and the other map no longer shows

The new map shows the battle with the vampire spawn, and the creatures at the intersection of the two streets.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)
Terquem wrote:
BY the way, if I think I understand the automatic progression rules, no one should be running around with any +(anything) magic weapons, but all magic weapons should instead have unique properties. Is this correct?

As I understand it, you eventually get a +1 which automatically reaches +2. You can choose to have a unique weapon property instead of another +1.


Hp 38/50, AC 19*, Fort +9*, Ref +8*, Will +8* Blessings 5/5, Spirit spells: 1st 2/2
Terquem wrote:
BY the way, if I think I understand the automatic progression rules, no one should be running around with any +(anything) magic weapons, but all magic weapons should instead have unique properties. Is this correct?

If I understand you right, then yes.

The bonuses come from the character and their attunement with their weapon. So the weapon still has bonuses, but they aren't bonuses that stay with the weapon if it gets passed to another person. An Attuned weapon is magical for as long as it is wielded by the person it is attuned to.

The second half of your statement is completely correct. Actual enchanted weapons would just have Properties rather than Bonuses.


| HP 34/34 | AC 22, T 13, FF 20 | Fort +7, Ref +3, Will +5 | CMB +8, CMD 20 | Perc +7 | Init +2

OK, Automatic Bonus Progression works like this (to my knowledge).

At the levels mentioned you gain an attunement bonus. This makes whichever weapon you attune function as though it was a +1, +2, etc weapon - but the weapon itself is not magical.

You are. Go, you!

Items can still have abilities, such as Keen. To use them costs whatever the weapon's attunement would cost. So if a character at 4th level got a Keen weapon, they could use it, but would loose the +1. If a person at level 9, with a +2 Attunement, wielded the same weapon they'd keep +1 and use the other +1 to activate the Keen.

Paying to have such abilities put on your weapon also costs a lot less.


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Hp 38/50, AC 19*, Fort +9*, Ref +8*, Will +8* Blessings 5/5, Spirit spells: 1st 2/2

An important thing to note is that attuned weapons with a +1 or higher bonus count as Magic for the purposes of damage reduction.


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Moralane has the repose domain ability with a high wisdom score. So you could start staggering them with that.


Hp 38/50, AC 19*, Fort +9*, Ref +8*, Will +8* Blessings 5/5, Spirit spells: 1st 2/2

Yup. She also has Produce Flame. There's options.


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Prayer is a 40 ft. Radius centered on the caster.


Male CG Dwarf Ranger 2 | HP: 19/19 | AC: 17 (13 Tch, 14 Fl) | CMB: +4, CMD: 17 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +6, SM: +1 | Speed 20ft | 1st Favored Enemy: Undead | Spells: None | Active conditions: Life Pact

Terquem - How do you want me to track ammunition usage?


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Based on my build, Kurgan is a holy warrior of Ismaea/Dennari.

I was wondering, could I go into the sentinel prestige class?
https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/sentinel/

The only thing I’d need is a deific obedience. As we aren’t using pathfinder gods, I was thinking of using an established one. Now, for Ismae...

The Goddess:

Dennari ‘Ismaea’: The Youngest (The Woman of the Maul, She who pounds the earth, The Patient Goddess)

Dennari (Empire/Modern Pantheon) is a unique exception in this setting. She is officially a modern deity and part of the Gods of the Empire, but her followers on Karrita Morianna have taken a unique approach to her. Many who still worship Ismaea are slowly transforming their view of the old goddess into a following of a different interpretation of Dennari.

Ismaea is, possibly, the oldest Deity of legend among the Dwarven people, and her personification as “Dennari” by the Empire is not experiencing any opposition, unlike some of the other older gods/goddesses who have been excluded from adaption into the religious rituals of the Empire)

Dennari is a goddess of agriculture, and is worshiped as a protector of cultivated lands, hunters, and farmers. Ismaea means “Good Rain” in the oldest Dwarven language and is often spoke of as the “Mother” of the Dwarven race; the two personifications of this deity differ in their iconography by age, with Dennari represented as a very attractive young and powerful Dwarven woman, and Ismaea as an old crone

There are also “older” dwarven gods worshipped in conjunction with the “official” gods of the Empire. Practically any individual aspect of deity can be created by a player for their cleric, naming an old god as their patron, and adjusting domains to suit the player’s ideas.

She is a goddess of agriculture, and is the mother goddess of the dwarves. Kurgan worshipers her via sancitied alcohol. So I was thinking this deific obedience would fit:

http://www.archivesofnethys.com/DeityDisplay.aspx?ItemName=Cayden%20Cailean

The only change I’d ask is the bonus of light weapon master to apply to his halberd.

Would this be alright?


male

Beldain, at the end of an encounter, I will try to go back and identify all the arrows fired by each party member and make a roll to determine how many of those pieces of ammunition are recoverable. During combat I hope you track your own ammunition (say with an ooc note) to be sure you do not run out.

Kurgan - I can't see a reason to not allow the class, if that is what you want to take at the next level you achieve - The favored weapon of Dennari is the maul. I would not be able to justify granting light weapon master to a Halberd, traditionally a two-handed weapon


Hp 38/50, AC 19*, Fort +9*, Ref +8*, Will +8* Blessings 5/5, Spirit spells: 1st 2/2
Terquem wrote:
Beldain, at the end of an encounter, I will try to go back and identify all the arrows fired by each party member and make a roll to determine how many of those pieces of ammunition are recoverable. During combat I hope you track your own ammunition (say with an ooc note) to be sure you do not run out.

My arrows are Durable. They don't break. As long as they don't fly off a cliff or something they should be recoverable.


I sincerely apologize but live as imploded in a significant enough way that I am not able to check in on this thread with regularity. Given that, I think it best I bow out rather than contribute to gumming things up. Apologies and good gaming folks.


male

Thanks for the notification Brolma - I'll remove from the roster unless you want to watch from the sidelines


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

Just want to say thank you to Terquem. He allowed a slight rebuild on my part. Messed up the character build, and had found a way to do everything I was trying to do in a much cleaner and more streamlined manner.


Kurgan Kegstalker HP (40/48) AC (24/11/22, +2 mutagen, +2 barkskin) Saves (7/6/4, +1 fear, +3 Spells, +4 poison) Initiative (+1) CMD (18) Mutagen (0/1) Spells (See below)

I have found that I have to go to some national guard mandatory fun in June. From the 3rd to the 23rd I’ll have limited internet connectivity. While I’ll finally learn how to use an m249 light machine gun...it’ll limit my posting. My apologies in advance.

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