Everything posted by Nexaduro
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Chapter 1 - Windward
Two halfs make a whole, after all, and three rights make a left. :thumbup: Now I just need to find somewhere to land, buy some new equipment and bury my crewman. I don't want that Rime of the Ancient Mariner bit I said earlier to turn prophetic on me.
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Chapter 1 - Windward
Security should be a constant. Militia may be formed, but they will also be subject to the same judiciary processes as the citizenry. I'll start outlining some policies now, in fact. Each married household may legally own, without further license or registration, two plain weapons of war. Married household in this context is defined as a pair of formally wed individuals, neither of whom is more than a human-lifespan-equivalent decade older nor younger than their partner, or younger than the age of optional Guard enlistment (16). All items classified as weapons of war must be examined and approved by a representative of the Guard prior to sale, or in the case of foreign goods, within two weeks of acquisition by a civilian. All items aboard an inbound ship or other transport must also be registered personally by scribes or assigned Guardsmen upon unloading. That's all for tonight.
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Chapter 1 - Windward
Huzzah, Chief Tactical once more. In response to the above, I repurpose a statement from my last term in office:
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Chapter 1 - Windward
I used your waterproof bag as a makeshift canopic jar. It was left at camp when the beach collapsed since I didn't want to bring it to dinner with the Kind Old Lady.
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The Back Room
Cool story bro I wasn't going to recommend it, since I didn't think you'd like it. I'm glad you found it yourself and proved me wrong. Also: http://www.youtube.com/watch?v=q_-M-8zG0Is You now associate the drama music with only the chair scene.
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Chapter 1 - Windward
So for Mithril Full Plate that is -3 on attack rolls... Though I am not sure why you are buying half the things you are buying. The only acceptable reason to decrease attack is to increase damage. After a certain point AC just doesn't go much higher, you fight opponents who can ignore it, et cetera. I think my equipment choices should be fairly self-explanatory... The waterskin holds fresh water, the signal horn is for signalling things, the waterproof bag is to hold things I don't want to get wet, the hammock and pitons were for variable altitude slumber, the Ioun Torch is to offset my new lack of Darkvision, the potions are for emergencies, the potion sponges are for underwater emergencies, the Adventurer's Sash is for holding all that crap, the Rod of Extend is a cheap and versatile replacement for Boots of Striding and Springing, the Belt of Giant Strength is for having a strong enough back to carry everything and then some, the Cloak of Winding Serpents is to do what AC doesn't, the Pendant of the Blood Scarab is to ensure folks get their due from my Falchion later on, the Hide Shirt is for making me less naked, the Buckler is for keeping me from spontaneous death due to critical hits, the Heavy Steel Shield is my backup and an extra source of AC just in case, the weapons are for hitting stuff with... Pretty basic if you ask me.
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The Back Room
Obviously the Cornell pixies are fiddling with Earth's internet connections. Have you stopped putting dishes of milk out, Earth?
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Chapter 1 - Windward
I'm starting to have reservations about going back there, if I'm honest. I think I'll probably just rent a nice, quiet apartment in the Shackles or something, and try to find a way to hold onto the pirate ship so I can pay them a visit now and again. I also may just sell it, buy a dinghy, and row there.
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Chapter 1 - Windward
I don't quite understand what you mean, dear Brit. I don't think there's any penalty associated with Full Plate as low as -2, and I do not need nor want more than one suit of armor at a given time. I intend to sell my Hide Shirt for some spare change to put into a new hammock, arrows and the like when I can finally afford the set I've set my eyes on. Whenever it may be that I can afford it. Also worth keeping in mind is that any time an adventurer can't get a discount, a pirate almost certainly can.
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Chapter 1 - Windward
I've saved up a bit so that when I hit 7th level I can take Heavy Armor Proficiency, and leaving a little wiggle room so that if my Wealth By Level doesn't fully kick in I can still get Mithral Full Plate in a reasonable time frame.
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Chapter 1 - Windward
Not when you explain it, nor did it need explaining anymore. Does anyone see anything I'm missing in terms of equipment or abilities for my character post on page 14? Plan is to lead with Longbow fire, then Quickdraw switch to Falchion and Buckler for melee (I'll be getting critical feats for Blinding Criticals and such later), with the Heavy Steel Shield and Bastard Sword in reserve in case I shatter the Buckler defending from a critical hit or get disarmed or something. The Spears are for utility, hunting, and combat with those I deem unworthy of my sword.
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Chapter 1 - Windward
One: I can't see any of the emoticons you use Two: What?
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Chapter 1 - Windward
Don't want anyone besting Demons with mangoes, Retech? :P What do you think of my Ranger conversion? I hope you don't mind that I have so many things strapped to my waist and back. A Ranger needs their weapons!
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The Back Room
I was objecting on principle. :thumbup: I'm relatively certain that I already knew about that plot twist, or a vastly more significant one later on somehow related.
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Chapter 1 - Windward
Finished Rangermode. Made some changes to the inventory, but I'm going to go ahead and assume they don't take effect until I return to the Shackles for simplicity's sake. It should be noted that I certainly am not taking Leadership. Name: Sedrial [hide] Player Name: Nex Race: Half Drow Class: Wild Shadow Faith: Pharasma (Former), Wadjet, Apep, Gozreh | Female | Osirian | 6'3" | 154 lbs. | Dark Brown/Plum Skin | Shaved Head | Lavender Eyes | Strength: 20 (24) Dexterity: 15 Constitution: 14 Intelligence: 10 Wisdom: 14 Charisma: 8 HP: 80 AC: 21 (Flat 19, Touch 12) Initative: +6 BAB: +8/+3 Fortitude: +8 Reflex: +7 Will: +4 CMB: +11 (+13) CMD: 23 (+25) ---------------------------- Racial Traits: +2 Strength Humanoid (Human, Elf) Medium Normal Speed Elven Immunities: Immune to magical sleep, +2 on saves vs. enchantment Ancestral Arms: Bastard Sword Keen Senses: +2 Perception bonus Low-Light Vision: See normally in low light Elf Blood: Count as both Elf and Human for effects related to race Multitalented: Second favoured class ---------------------------- Background Traits: Elven Reflexes: +2 to Initiative Reactionary: +2 to Initiative ---------------------------- Class Traits: Favored Enemy (Animal +2) Track Wild Empathy Combat Style (Archery) Endurance Favored Terrain (Water) Woodland Stride Spellcasting Favored Enemy (Monstrous Humanoid +4) Unfettered Step Swift Tracker ---------------------------- Feats: Ancestral: Exotic Weapon Proficiency (Bastard Sword) Antihero: Fortified Armor Training Level 1: Power Attack Style: Rapid Shot Bonus: Endurance Level 3: Quick Draw Level 5: Deadly Aim Style: Manyshot Level 7: Heavy Armor Proficiency ---------------------------- Languages: Common, Elven ---------------------------- Skills: Climb: +13 (+16 w/o Armor) Handle Animal: +10 Knowledge (Geography): +9 Knowledge (Nature) +5 Perception: +15 Profession (Sailor): +11 Survival: +13 (+16 on tracking) Swim: +13 (+16 w/o Armor) ---------------------------- Weapons: Bastard Sword Wielded: One-Hand To Hit: +12/+7 Damage: 1d10s +13 Critical Range: 19-20/x2 Misc: N/A Cost: 35 gp Weight: 6 lbs. Falchion Wielded: Two-Hand To Hit: +12/+7 Damage: 2d4s +19 Critical Range: 18-20/x2 Misc: N/A Cost: 75 gp Weight: 8 lbs. Long Spears (Cold Iron, Silver) Wielded: Two-Hand To Hit: +12/+7 Damage: 1d8p +19 Critical Range: 20/x3 Misc: brace, reach Cost: 195 gp Weight: 18 lbs. Composite Longbow Wielded: Two-Hand To Hit: +5/+5/+0 Damage: 1d8p +13 Critical Range: 20/x3 Range Increment: 110 ft Ammunition: 40 Common Misc: up to +7 Strength to damage Cost: 800 gp Weight: 3 lbs. ---------------------------- Inventory 2090 gp Rod of Wonder: Looted, Belt, 5 lbs. Bastard Sword: 35, Belt, 6 lbs. +1 Keen Falchion: 1075, Belt, 8 lbs. Alchemical Silver Long Spear: 185, Back, 9 lbs. Cold Iron Long Spear: 10, Back, 9 lbs. Composite Longbow (+7 Strength Limit): 800, Back, 3 lbs. Arrows, Common (x40): 2, Quiver One, 6 lbs. Heavy Steel Shield: 20, Back, 7 1/2 Buckler: 5, Left Arm, 5 lbs. Mithril Full Plate: 10500, Body, 25 lbs. Tricorn of Snazziness: Discount, Head, 1 lbs. Pendant of the Blood Scarab: 1000, Neck, - lbs. Cloak of Winding Serpents: 2160, Shoulders, 1 lbs. Belt of Giant Strength: 16000, Waist, 1 lbs. Lesser Rod of Extend: 3000, Belt, 5 lbs. Adventurer's Sash: 20, Chest, 3 lbs. Potion Sponge (x10): 20, Pouches, - lbs. Potion of Cure Light Wounds (x10): 500, Sponges, -lbs. Ioun Torch: 75, Satchel, - lbs. LOST Pitons (x2): 0.2, Satchel, 1 lbs. LOST Hammock: 0.1, Back, 3 lbs. Waterproof Bag: 0.5, Belt, 1/2 lbs. Signal Horn: 1, Belt, 2 lbs. Waterskin: 1, Belt, 4 lbs. ACQUIRED WEALTH: Shell: 500, Pouch, - lbs. MISC EXPENSES: Restock/Celebration/Snazzy Hat: 500[/hide]
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The Back Room
Why thank you Mather, now I don't need to watch it <.<
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Chapter 1 - Windward
I did present the options presented for a reason. I have no intention to change my character, just trade in Rage and such (which, if I'm honest, is just not something that fits my character) for much more fun and fitting Ranger abilities. If I did this, the only thing that has happened in the last two sessions that would change (except maybe a few things I was carrying on my person) is that after last session I am less 10 HP rather than 7 from my total. Otherwise I would stick with Barbarian. Really, the Wild Shadow or Normal types are the ones I'd take. Wild Shadow is a Half-Elf only outcast sort of archetype, which fits snuggly with my preexisting backstory (wandered the coasts East of the Shackles, mostly avoiding cities for years partially because of Drow heritage) and doesn't suddenly give me an animal companion out of nowhere.
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Chapter 1 - Windward
Ranger it is... I've survived without Rage thus far, I think I can manage from here on. Won't be too hard to do the conversion. Look's like I'm going to be a female African Half-Drow pirate version of Aragorn. Perhaps with more armor. Now, the question of archetypes. Flavorful but useless mercenary/pirate who can swim a little faster, Rage Ranger who trades in favoured enemy bonuses and a single style feat for a just slightly weaker version of the Barbarian ability, outcast immune to difficult terrain, or just your average Ranger?
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Chapter 1 - Windward
So again on an earlier topic. Do we want a melee hardhitter/tank Barbarian on hand (keeping in mind that we have Grim's undead), or do we want a less tankish Ranger capable of holding their own at close or long range? I'm not sure how happy I am with my current class, so I'm looking into other options.
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Chapter 1 - Windward
Or... I could resolve the pirate incident, bring the ship back to shore with the whalers, hire a Shackles crew to bring it back to the island, and then feed them to your dragon or something. Maybe just take the Leadership feat and keep them on as my trading crew.
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Chapter 1 - Windward
Timeskip to what end? For their base to be finished? Could I resolve the whaler incident quickly first? Hope to get back to the party at some point in the next session or two, and if I capture a pilot vessel that becomes simpler. Would you guys rather have a Barbarian or a Ranger on the field? I don't think we have any ranged heavy hitters.
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The Back Room
It's a story from one of the users about his hillbilly bard in a high level campaign. His party was full of smashy people, he was a face, and he pretty much trounced them when he bested a Marilith Demon with nothing but a mango.
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The Back Room
So you already found something to watch? Oh good. Now that that business is thoroughly concluded... Retech, you e'er heard the tale ah ol' Elroy Grasso'blue and the Marilith? Some of the best things pop up around the GITP forums.
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The Back Room
Mather, what about Shakugan No Shana? I don't think it's particularly comedic, but I've heard it praised for its romance, action, and a maturely handled plot. There's also Gurren Lagann. Yes, it has giant robots, but they're just powered by people being cool. I don't remember hearing a word of technobabble until the latter parts of the post-timeskip episodes.
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Chapter 1 - Windward
The starting island should be called Morpeak But Morport sounds silly
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