GM Bold Strider's Rise of the Runelords - Flaxseed Lodge (Inactive)

Game Master rpblue

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Elemental Master (Earth) Arcanist//Bard 6 | HP 20/39 | AC (15)11 | T11 | FF10 | F+4,R+8,W+6 | CMD 15| Init.+5, Perc.+9, Sense Motive +11, Know. Arc. +17|
Spoiler:
16/16 rounds of Performance | Arc.Spells 1 (5 +1) 2 (4+1) 3 (2+1 | Bardspells 1(5) 2(4) | 6/9 Arcane Resevoir

Sweet!


Male Human Monk/Druid 3 | HP 13/27 | AC 17 T 14 FF 16 | CMD 19 | Fort +5 Ref +4 Will +6 (+2 enchant) | Init +1 | Perc +8 | SM +3

Hello everyone! I'm the aforementioned replacement that just got back from his honeymoon in Middle Earth New Zealand.

I just threw together this monk/druid quickly on HeroLab. I'm not sure if HeroLab uses the same gestalt rules as Bold Strider and haven't checked it over at all to see if it makes sense. I might make a few changes depending on feedback (I'm not sure if story feats are allowed but Feral Heart seemed like a good choice for him.

Anyways, he has a few scrolls of ant haul to use on himself every day to combat encumbrance and two scrolls of mage armor for immediate use unless/until one of the arcane users can prepare it for him.

I'll go make an introduction in the gameplay....


Elemental Master (Earth) Arcanist//Bard 6 | HP 20/39 | AC (15)11 | T11 | FF10 | F+4,R+8,W+6 | CMD 15| Init.+5, Perc.+9, Sense Motive +11, Know. Arc. +17|
Spoiler:
16/16 rounds of Performance | Arc.Spells 1 (5 +1) 2 (4+1) 3 (2+1 | Bardspells 1(5) 2(4) | 6/9 Arcane Resevoir

Howdy, EF! Welcome to our little party!


Hello :)

I didn't know HeroLab does gestalt rules?


@Glaucus: Character looks perfect to me.


Male Human Monk/Druid 3 | HP 13/27 | AC 17 T 14 FF 16 | CMD 19 | Fort +5 Ref +4 Will +6 (+2 enchant) | Init +1 | Perc +8 | SM +3

I'll trade out the story feat for something else tomorrow. Any suggestions?

@Broon: it doesn't normally but there is a community package to add a class called "gestalt" which then takes care of the rest for you. Took me a bit to figure out how to install it and whatnot but worked great after I figured it out.


Here are my feat modifications:
All martial characters are considered to have the Martial Versatility feat, which means that any weapon specific feat is treated, is treated as a fighter weapon group feat (e.g. Weapon Focus would apply to Heavy Blades (fighter weapon group) not Greatsword). This is to promote the use of various drops and not pigeonhole fighters and other martials into a single weapon.

All characters will also get one free skill point in Profession, Craft or Perform that describes the summation of their personal history. Example: Ben the Fighter takes his free skill point in Profession(Miner) due to be a miner at the local mining company.

Weapon Finesse and Power Attack are free feats that you gain when you meet the requirements.

Dodge and Mobility are now a single feat that incorporates both feats into one and counts for both for any prereqs. (+1 to Dodge AC that increases to +4 to Dodge AC when being attacked by AoOs from movement). [Slight nerf overall, but you gain a feat slot.]

All crafting feats have their caster level requirements increased by two levels.
Crafting is no longer a 50% price reduction, instead crafting will cost 80% of the value of the item.

Two-Weapon Fighting is now a single feat that advances to Improved and Greater when you meet the requirements for those feats.

Vital Strike is now a single feat that advances to Improved and Greater when you meet the requirements for those feats.

Whip Mastery is now a single feat that advances to Improved and Greater when you meet the requirements for those feats.

All Improved combat maneuver feats are grouped into three feats and no longer grant +2 to CMB/CMD.

Improved Warrior Maneuvers: Bull Rush, Drag, Overrun, Sunder
Improved Thief Maneuvers: Dirty Trick, Disarm, Steal
Improved Wrestler Maneuvers: Grapple; Reposition; Trip

There are no requirements for these feats.

Greater Combat Maneuvers feats remain the same and require the lesser Improved version.

Weapon Focus now scales at 8th level to Greater Weapon Focus and gives a total of +2 to hit

Spell Focus now scales at 8th level to Greater Spell Focus and gives a total of +2 to the DCs of that school’s spells.

Weapon Specialization now scales at 10th level to Greater Weapon Specialization and gives a total of +4 to the damage with that fighter weapon group.

Leadership is banned. (May be given out as a bonus)


"community package to add a class called "gestalt""

Will check it out!


Male Human Monk/Druid 3 | HP 13/27 | AC 17 T 14 FF 16 | CMD 19 | Fort +5 Ref +4 Will +6 (+2 enchant) | Init +1 | Perc +8 | SM +3

@Broon: This should help.

Make sure no error messages show up when you open HeroLab; that was my main problem. I had an addon that got updated incorrectly or something and I always had an error pop up when I loaded any PF portfolio. I ignored it at first but apparently that causes HeroLab to open in safe mode, which means addons don't function at all. All I had to do was delete the troublesome addon and the Gestalt one loaded just fine.

I'll get Glaucus updated with a new non-story feat and the feat modifications sometime today.


Oooo Fantastic! I'll download when I get home, thanks for error tip.


I just noticed we're not all healed. Is that because we suck at updating our headers, or have we not rested since our last brawl?


You haven't updated your headers. You have slept since the Glassworks.


Work demands, will start catching up tonight, thanks guys


2 people marked this as a favorite.

My world is shaken.
Broon rolled above a 5. Three times in a row.

-Posted with Wayfinder


Thinking about making +X stat items and +X save cloak and +X armor items into reuseable items (Salve you apply everyday for 24 hours of use with unlimited supply) or slotless items like bangles, charms, etc.

Thoughts?


Why?

-Posted with Wayfinder


Elemental Master (Earth) Arcanist//Bard 6 | HP 20/39 | AC (15)11 | T11 | FF10 | F+4,R+8,W+6 | CMD 15| Init.+5, Perc.+9, Sense Motive +11, Know. Arc. +17|
Spoiler:
16/16 rounds of Performance | Arc.Spells 1 (5 +1) 2 (4+1) 3 (2+1 | Bardspells 1(5) 2(4) | 6/9 Arcane Resevoir

Are you trying to allow us to use different items in those particular slots? Like a different cloak or item in the cloak slot for instance? If so, I can see how that would be a neat way to allow some variance in characters, instead of everyone using a Cloak of Resistance.


Male Human Monk/Druid 3 | HP 13/27 | AC 17 T 14 FF 16 | CMD 19 | Fort +5 Ref +4 Will +6 (+2 enchant) | Init +1 | Perc +8 | SM +3

In an attempt to counter the same thing (everyone going for the same stat-boosting items), I considered not using them in my campaigns, which would force players to use spells like bull's strength and (at higher levels) mass versions more often.

At higher levels I don't see those spells used much because so many people have belts and headbands and the benefits don't stack with the spells.


Dashuun wrote:

My world is shaken.

Broon rolled above a 5. Three times in a row.

Seriously. The irony is all raw rolls.


It would allow you to:

1) Use other items in those slots. No one *generally* varies from the standard Physical Belt, Mental Headband, Armor Neck and Save Cloak.

2) Allow characters to roleplay situations without needing to wear their armor and wondrous items everywhere. Trip to the beach? Fancy dress party? The charm bracelet/ring on your wrist isn't as odd as a leather belt with a large ram's buckle/headband/cloak/necklace.

I am also considering changes to the heavy duty healing magicks. (Raise/Breath/Regenerate/etc.) Guess I'm thinking of a grittier game with less ability to overcome severe status conditions like death, limb loss, curses, etc.


Elemental Master (Earth) Arcanist//Bard 6 | HP 20/39 | AC (15)11 | T11 | FF10 | F+4,R+8,W+6 | CMD 15| Init.+5, Perc.+9, Sense Motive +11, Know. Arc. +17|
Spoiler:
16/16 rounds of Performance | Arc.Spells 1 (5 +1) 2 (4+1) 3 (2+1 | Bardspells 1(5) 2(4) | 6/9 Arcane Resevoir

The way I look at games is that the game is the DM's and he or she is being nice enough to let me partake of it. I'm good with whatever rules you want to try out.


I'm fine with splashing in whatever houserules you want. Even helping create those houserules if needed. However, I will mention that the best time for houserules is pre-character gen, and at this point any changes hold the potential to negatively impact characters as designed. But I'm willing to be as flexible as need be.

-Posted with Wayfinder


I won't make any changes that effect current characters unless the net result is the same. (Changing a Headband of Charisma +2 to a Salve of Charisma +2 would be an example).

Honestly, what do you guys think about things like death or curses where the solution is just "Cast Raise Dead/Remove Curse"? Do you feel that it is too easy for such significant threats or would you rather be able to enter every fight in top condition? (Keep in mind that my goal as a GM is to always provide you with a fight or situation where you can win/escape/etc. I will never (hopefully) put you in a situation that is automatic death.)


Also, as far as this game is concerned, any gear that is found (such as weapons and armor) will resize to fit the wearer. So if you kill a Tiny creature and their cool weapon seems awesome to you, then it will magically become Medium when you wield it. Basically, all magical weapons and armor will automatically resize to Medium.


Elemental Master (Earth) Arcanist//Bard 6 | HP 20/39 | AC (15)11 | T11 | FF10 | F+4,R+8,W+6 | CMD 15| Init.+5, Perc.+9, Sense Motive +11, Know. Arc. +17|
Spoiler:
16/16 rounds of Performance | Arc.Spells 1 (5 +1) 2 (4+1) 3 (2+1 | Bardspells 1(5) 2(4) | 6/9 Arcane Resevoir
GM Bold Strider wrote:

I won't make any changes that effect current characters unless the net result is the same. (Changing a Headband of Charisma +2 to a Salve of Charisma +2 would be an example).

Honestly, what do you guys think about things like death or curses where the solution is just "Cast Raise Dead/Remove Curse"? Do you feel that it is too easy for such significant threats or would you rather be able to enter every fight in top condition? (Keep in mind that my goal as a GM is to always provide you with a fight or situation where you can win/escape/etc. I will never (hopefully) put you in a situation that is automatic death.)

I'm torn over this one. I can see both ways. If Elena got swarmed by a bunch of goblins tomorrow, if be fine with rolling up another character, but if we go on for a year or so, and I get really attached to her, I like there to be some fail safe mechanism that I can use, with an appropriate cost of course, to continue playing her.

Like I said, I can see it both ways.


Right, I wouldn't want to remove Raise Dead and Resurrection from the campaign, but I think it cheapens the idea of death if you think "Oh, 8,000 GP to get this fixed."


In the game I'm currently running, the PCs have two options for raise dead and other dramatic spells: cast it themselves (when they reach the requisite level) or take a side quest for it. So really I've just removed readily available scrolls and spellcasting services. Of course, nobody has died yet, so I can't say how everyone feels about that particular mechanic.

As for topical ointments of stat boosting, I saw a GM on these boards who was trying to tackle a similar problem by simply allowing the PCs to take a +1 enhancement bonus to one of their stats each level without boosting the same stat twice in a row (or something like that). Although really if you just eliminated such items, being gestalt could well make up the difference. After all, it tends to offer bonuses to saves, HP, and BAB, and can also offer bonuses to AC, skills, etc.

In the end I rather prefer low-money campaigns where rich PCs have a few thousand gp worth of money/gear rather than tens or hundreds of thousands. That way they're stuck with mundane gear or low-level potions and everything is essentially disposable. No one is going to be heartbroken if a rust monster eats their masterwork longsword.


Taking Torg out of the picture. I sent him a message. If he responds, then we will see what's up. If not, then shoot me your ideas. Keep four? Recruit another?


I'm okay with the current 4.


Wow, just four eh? An archer, a druid, a healer, and an arcane caster. I suppose as long as we don't hit many traps along the way...


Elemental Master (Earth) Arcanist//Bard 6 | HP 20/39 | AC (15)11 | T11 | FF10 | F+4,R+8,W+6 | CMD 15| Init.+5, Perc.+9, Sense Motive +11, Know. Arc. +17|
Spoiler:
16/16 rounds of Performance | Arc.Spells 1 (5 +1) 2 (4+1) 3 (2+1 | Bardspells 1(5) 2(4) | 6/9 Arcane Resevoir

If we survive for a level, I could always learn a Summon Monster spell to try to help hold the lines.


Maybe a barbarian/fighter?


Apologies for the absence. Sickness overtook me and left me incapacitated for a while.


Elemental Master (Earth) Arcanist//Bard 6 | HP 20/39 | AC (15)11 | T11 | FF10 | F+4,R+8,W+6 | CMD 15| Init.+5, Perc.+9, Sense Motive +11, Know. Arc. +17|
Spoiler:
16/16 rounds of Performance | Arc.Spells 1 (5 +1) 2 (4+1) 3 (2+1 | Bardspells 1(5) 2(4) | 6/9 Arcane Resevoir

Feel better, DM! Take your time getting back


Astoundingly I factored in the bardic performance for my attacks, but not damage. That is a first.


Glaucus, would you like the amulet? Your AC appears to be 14 (although your header says 18), so you could probably use it.


Male Human Monk/Druid 3 | HP 13/27 | AC 17 T 14 FF 16 | CMD 19 | Fort +5 Ref +4 Will +6 (+2 enchant) | Init +1 | Perc +8 | SM +3

Sure. The 18 is because of mage armor. But yeah, he could definitely use some help in the AC department.


Ah yes, I'd forgotten you got that mage armor. Anyway, I think you should take the amulet. But next time, I'm taking the mage armor.


Male Human Monk/Druid 3 | HP 13/27 | AC 17 T 14 FF 16 | CMD 19 | Fort +5 Ref +4 Will +6 (+2 enchant) | Init +1 | Perc +8 | SM +3

I came with two scrolls of mage armor, one of which was used on Glaucus. We should either get a wand or (probably better) let the arcanist prepare enough for everyone once they have enough spells.


Yes, I think that would be best. Maybe we can buy some runes or pearls or whatever the kids are using these days.

-Posted with Wayfinder


I was reading back through discussion and I found this from March 3rd.

Dashuun wrote:
Wow, just four eh? An archer, a druid, a healer, and an arcane caster. I suppose as long as we don't hit many traps along the way...

Ironic.


3 people marked this as a favorite.

Glaucus suddenly sees Dashuun standing before him. "Dashuun, you're alive?!" "Well... no."
*awkward pause*

-Posted with Wayfinder


Hahhhaaha lol


Sorry for the slows, just cant find steady time lately.


http://giphy.com/gifs/fail-treadmill-KJvYtlorx7jIk

my weekend


We have our new fifth! Not a ratfolk! A Kobold!


HP: 13/29 | AC 21 | TAC 13 | FFAC 19 | Fort +3 | Ref +5 | Will +0 (2) | CMD 14 | Initiative +4 | Acrobatics +7, Climb +7, Perception +5, Survival +5
Buffs:
Rage [+4 STR, +4 CON, -2AC, +2 WILL] {INACTIVE} | Mutagen [+4 STR, -2 INT] {ACTIVE}
Resources:
Rage: 4/6 Rounds | Mutagen: 20/20 Minutes

Hey everyone, how's things?


Male Human Monk/Druid 3 | HP 13/27 | AC 17 T 14 FF 16 | CMD 19 | Fort +5 Ref +4 Will +6 (+2 enchant) | Init +1 | Perc +8 | SM +3

Long time no see-er, read-Kevin! Joining the dark side of PbP, eh?


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft

Are Bold's games "the dark side of PbP"?

Hey Bold, you finally have a kobold in the campaign! I know you kept mentioning them before. Now if only Broon could be a dwarf...

Anyway, welcome to the game, Rugdugh. Just to get you up to speed, the 1-10 range of the d20 is reserved for the PCs in this game, while the 11-20 range is reserved for the enemies. Glaucus, however, likes to fight hordes of goblins by himself. Broon likes to lodge arrows into the dirt at high speeds and try to bluff us into thinking he's an archer. Elena cleverly uses support spells and magic missile so there's no d20s involved. And me? I died. This is my take 2.


Elemental Master (Earth) Arcanist//Bard 6 | HP 20/39 | AC (15)11 | T11 | FF10 | F+4,R+8,W+6 | CMD 15| Init.+5, Perc.+9, Sense Motive +11, Know. Arc. +17|
Spoiler:
16/16 rounds of Performance | Arc.Spells 1 (5 +1) 2 (4+1) 3 (2+1 | Bardspells 1(5) 2(4) | 6/9 Arcane Resevoir

We are seriously the worst party ever created. The dice gods hate us more than I hate us, and that's a lot, lol.

The DM has had to save us with an NPC or two, just to get us this far! It's been ugly...

Oh, and welcome!

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