Ascension - Merchant's Guild

Game Master bbangerter

Cliff Face


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Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Posting this to all My games:

I am heading off this afternoon to a 3 day music Festival. Expect very limited posting from my part.

If the game is in the middle of combat I WILL post once a day my combat actions.

Normal posting will resume on monday 25th


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Well, I am headed off tomorrow for DragonCon and will not be back until Monday night. I'll have a laptop and should be abel to post most days but likely not more than once a day. Please bot me if you need to. Everyone have a good Labor Day weekend.

Noting seems to be happening at the temple of Aroden anyway...


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Off to DragonCon in a few hours... will have a laptop with me, so I can chek a couple times a day.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

my my my, i just read some of the new magus arcana : Flamboyant Arcana and Arcane deed....

great stuff indeed (now i wish to retrain enforcer feet and a magus arcana to make room @ level 7 for the new stuff i want like: Slashing grace / Arcane deed)


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I am back and ready to get back to the game!


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy has no bluff skill and will easily be seen through if questioned. I think its better for her to disappear than to be questioned, unless Cormick can help her…


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

This the same for aerin. But if you do disappear then surely you will be brought in for questioning and looked at out more seriously (IMHO)


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

@GM Ascenion, what tool are you using for your maps?


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

I don't beleive there is a penalty from taking damage on grapple check in Pathfinder.

I remember in 3.5 if you took any damage during the initial grapple attempt, it stopped the grapple. Thus why you made sure you had improved grapple.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I recall that there is, but I may be remembering 3.5. I guess we have to go look it up. Slammed at work or would go do so.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Yea, its as I recall. Here is the text from P. 199 of the core book.

Performing a Combat Maneuver: When performing a
combat maneuver, you must use an action appropriate to
the maneuver you are attempting to perform. While many
combat maneuvers can be performed as part of an attack
action, full-attack action, or attack of opportunity (in
place of a melee attack), others require a specific action.
Unless otherwise noted, performing a combat maneuver
provokes an attack of opportunity from the target of
the maneuver. If you are hit by the target, you take the
damage normally and apply that amount as a penalty to
the attack roll to perform the maneuver.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

I stand corrected... I was not recalling that.


Cormick Egerton wrote:
@GM Ascenion, what tool are you using for your maps?

I am using MapTool.


I had a friend pass away Tuesday, my posting will likely be a spotty for a couple of days.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I am sorry for your loss. I have a good friend slowly loosing his battle with cancer. He may live another year, but not at a reasonable quality of life.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

take your time dM


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Posting this to all My Games:

I will be traveling this weekend to my vacation destination. There will be no post from me until Monday.

Please Bot me as needed.

From Sept 29 th to October 4th Expect little posting

From October 5th to October 15th Expect Next to no posting

(dunno the internet availability so i am assuming the worst case)

Thank you for your patience


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Before I start making suggestions on what we should use the 4000gp on, is Amon still playing with us? Seems to have been awhile since he posted anything.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

well some wand of CLW should be on the list...


Amon is go. So 4k between the three of you.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Here is a start on that list:

Two wands of Cure Light - 1500
Cold Iron MaterWork Battle Axe - 400
5 alchemical silver Weapon Blanches - 25 gold
2 Adamantine Weapon Blanches - 200 gold

Scroll of Dispel Magic X2 - 375 gold each (one for Cindy's book)

If there is money left I'd like a scroll of Vampiric Touch.


GM Ascension wrote:
Amon is go. So 4k between the three of you.

That should say 'Amon is gone'


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

the buy list works for me :)


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

With Amon gone, why are we looking at Weapon Blanches?

Weapon Blanch (silver): 5gp for one time use on weapon or 10 ammunition
Alchemical Silver: 20-180gp permanent weapon or 2gp per ammunition
Mithral: 500gp/lbs (1 arrow = .15 lbs = 75gp & is MW)

Weapon Blanch (adamantine): 100gp for one time use on weapon or 10 ammunition
Adamantine: 3000gp permanent weapon or 60gp per ammunition & is MW

If we are looking at weapon blanches, then I think some sort of missile devices need to be added to the list for Aerin and Cormick, as niether character has one yet. Light Crossbows or Shortbows, maybe slings.

I am thinking with only the three of us, and none of us as big damage dealers, crowd control will play more in our favor.

Wand of Obscuring Mist (750gp)
Tangleburn bags (150gp) and/or tanglefoot bags (50gp)
Alchemist Fire (20gp)
Alkali Flasks (15gp)
Acid Flasks (10gp)


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy has a crossbow is why. I figured everyone would have a missile weapon of some sort.

But all I was doing is getting a discussion going on the subject.

If we are specifically going to be hunting the succubus then perhaps we need a way to dimensionally lock her down. Dimensional Anchor is not on the witch list though. Ideas?


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

the problem with going Succubus hunting is that she can be anyone and we have no reliable means of unmasking her


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Not sure how to take on a Succubus or demon for that matter, but here are a couple of options. OOC, this may be a reoccuring villian for us, so maybe we aren't meant to defeat her yet.

Anyhow, I recall in one of my many reading sessions on the porcelain throne a spike that could stop dimensional travel if driven through a creatures foot, pinning them in place. I just don't remember where I read it at.
There are spells like dimensional anchor, dimensional lock, and magic circles. Aand I am sure I am forgetting some of the other ones.

In the Demon Hunter's Handbook (not sure if we can access items from that book or not, I found a couple of things. Also I was not able to find the entries on d20pfsrd.com, so I added them below.

Spell: Detect Demon:

DETECT DEMON
School divination; Level cleric 1, inquisitor 1, paladin 1
Casting Time 1 standard action
Components V, S, DF
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 10 minutes/level (D)
Saving Throw none (see text); Spell Resistance no
You sense the presence of a specific kind of evil—that of demons, their servants, and the Abyss. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of creatures with the demon subtype, creatures possessed by demons, creatures under the effects of spells or spell-like abilities cast by demons, or creatures otherwise tainted by demons. Creatures tainted by demons include tieflings with demonic heritages, sorcerers with abyssal bloodlines, creatures affected by a succubus’s profane gift, creatures with demonic implants (see page 44 of Pathfinder Campaign Setting: Lords of Chaos, Book of the Damned, Vol. 2), or creatures who have the Demonic Obedience feat (Lords of Chaos 8), and those under significant demonic influence as determined by the GM. This spell does not detect creatures of chaotic evil alignment who are not demons or significantly influenced by demons.
Additionally, this spell detects whether or not a portal or similar magical passage leads to the Abyss.
2nd Round: Number of evil auras shed by creatures with the demon subtype in the area, as well as the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura’s strength is overwhelming; if the creature has HD equal to at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The power and location of each aura, and what demon lord, if any, a demon is most closely affiliated with. If an aura is outside your line of sight, you discern the direction but not its exact location. Affiliation to a demon lord is only revealed when the creature detected is a demon (not merely a creature tainted by a demon). Demons receive a Will saving throw to resist revealing what demon lord they are affiliated with. If the demon succeeds at this saving throw or is not forsworn to a demon lord, you know only that this aspect of the spell returned no information.
Aside from what is detailed above, this spell otherwise functions similarly to detect evil in terms of aura power, lingering auras, overwhelming auras, and so forth.

Item: Angel Quill Arrowhead:

ANGEL QUILL ARROWHEAD
PRICE 10 gp
WEIGHT —
This barbed, cold iron arrowhead is alchemically treated to inflict additional harm while embedded in creatures that are vulnerable to cold iron. For every angel quill arrowhead that damages a target with DR/cold iron, the target’s damage reduction decreases by 1. Up to five angel quill arrowheads can affect a single target at any one time, reducing the target’s DR/cold iron by up to 5 (additional arrowheads have no effect aside from dealing damage as normal). An affected target can pull out a number of arrowheads equal to her Dexterity modifier (minimum 1) as a full-round action with a successful DC 15 Heal check. Alternatively, the application of any magical healing causes all angel quill arrowheads embedded in the creature to instantly fall out.
Angel quill arrowheads of silver and adamantine are also available for the same price, and affect creatures with DR/silver or DR/adamantine, respectively. Crafting any type of angel quill arrowhead requires a successful DC 25 Craft (alchemy) check.

Magic Item: Thorned Manacles:

THORNED MANACLES
PRICE 35,600 GP
SLOT wrist CL 7th WEIGHT 2 lbs.
AURA moderate abjuration and transmutation
When placed on a helpless, twoarmed creature of size Tiny to Huge, these barbed manacles transform to match the creature’s size and prevent the captive from utilizing any extradimensional magic, as dimensional anchor (no save). Removing the manacles—whether as an escape attempt or by the owner— requires a successful DC 30 Strength check or a successful DC 37 Escape Artist check; regardless of whether such an attempt succeeds, the manacles deal 2d6+7 points of piercing damage to the victim. The manacles have hardness 12 and 20 hit points.
CONSTRUCTION REQUIREMENTS
COST 17,800 GP
Craft Wondrous Item, dimensional anchor, thorn body[super]APG[/super]


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Guys, my home computer died. I need to replace the hard drive. But I will be in a three day class starting tomorrow. So my presence on line will be limited til Monday.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

for my weapon i don't need alchemical silver but and adamentium blanch would be useful in case we encounter an other construct/golem

a scroll of dimensional anchor would be useful also


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Based on the couple of posts, here is a list of items I am proposing before we leave.

2 ea - Wand of CLW (1500gp) [Cindy Lu & Cormick]
1 ea - Cold Iron Battleaxe (400gp) [Cindy Lu]
7 ea - Silver Weapon Blanch (35gp) [Cindy Lu x5, Cormick x1, Aerin x1]
3 ea - Adamantine Weapon Blanch (300gp) [Cindy Lu x1, Cormick x1, Aerin x1]
2 ea - Scroll of Dispell Magic (750gp) [Cindy Lu]
2 ea - Light Crossbow (70gp) [Cormick & Aerin]
10 cases - Crossbow Bolts (10ea) (10gp) [Cindy Lu x6, Cormick x2, Aerin x2]
5 cases - Crossbow Bolts, Cold Iron (10ea) (10gp) [Cindy Lu x1, Cormick x2, Aerin x2]
10 ea - Alchemist Fire (200gp) [Cindy Lu x2, Cormick x2, Aerin x2, Rangers x4]
5 ea - Alkali Flask (75gp) [Cindy Lu x1, Cormick x1, Aerin x1, Rangers x2]
5 ea - Tanglefoot bags (250gp) [Cindy Lu x1, Cormick x1, Aerin x1, Rangers x2]
1 ea - Scroll of Vampiric Touch (375gp) [Cindy Lu]
5 ea - Vermin Repellent (25gp) [Cindy Lu x1, Cormick x1, Aerin x1, Rangers x2]

total 4000gp


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I second this. Thanks for the effort of compiling the list Cormick. That had to be done before we head off.


Note those on the the character sheets of whoever is carrying each.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

One minor correction to the list. As I was adding gear I noted that the Cold Iron axe (Masterwork) was only 340 and not 400. So there is an additional 60 gold.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

In addition to the 4k of gear we have picked up a few things. I thought I would record them here so we can more easily find them later.

2 mw longswords - 315gp each
Inkwell of endless ink - 500 gp
Wand of Decompose Corpse (8) - 120 gold
two scrolls of 'Secret Page' - 375 gold each

Total sale value would be exactly 1000 gp.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

FYI: I will not be able to update until next saturday as i am away from home at the moment


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

While witches are alway more focused on taking our single enemies I do have a stinking cloud, two swarms and a glitter dust. Note that all of these are short duration - rounds and not minutes. And Cindy can fly and turn invisible so she can likely get away, baring some powerful caster or grapple used on her.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Well in that worse case situation we have a back up assault plan in case things get ugly.

I still think that if we have a few alter guards (since most of them will be drunk etc) we an take them all out as they sleep

----

Informing everyone; I'll be taking a break (still mostly working tough) from the 24th until Jan 4th

Happy Holidays to all my fellow gamer's

;)


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

We should consult with the two rangers as well. If we could lead a subset into an area where the rangers could use their bows to good effect…

We could benefit from terrain features if we knew of them. Is there a place of natural restriction we could lead them through?


I hope everyone enjoyed their holidays.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Sorry all.

Happy New year to everyone.

Have being over celebrating to a reasonable degree,

Wish you all a better 2015 than 2014 was :)


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Attending a funeral today. Should be back on tonight or in the morning.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Condolences...


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I will be traveling for the next week. I hope to have internet in the mornings and evenings, but no promises. Please bot me if needed.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I am traveling to a small con where I will help run Pathfinder this weekend. Leaving tomorrow afternoon and will be gone through late Sunday. Wanted to give a heads up.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Posting this to all my Games:

I am leaving tomorrow for some much needed vacation (ski trip). There will be next to no posting from me until the 9th March

Feel free to bot me


FYI, once we get out of the current wilderness area I'm going to look to see about boosting the group back up to 5 people.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Sounds good DM.

Are we close to leveling to 7th? ;)


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Sounds great.


7th level will be coming soon.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

The cloak of fangs is technically wasted on Aerin.

The bite attack is Str Based for damage and aerin ( a dex type) has little in the way of improving the D6 Damage. She will use it until we return to town tough

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