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Aardvark's "To What Depths Would You Go For Freedom?" S&S Campaign (Inactive)

Game Master Troy Malovich

Four unlucky souls find themselves press-ganged into the crew of the Wormwood.


101 to 150 of 342 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

I really liike crit decks, and the fumble decks - adds more to the story. Hell, If I die I get to roll up a new char (which is my favourite thing to do anyway) --- (not that i try to die or anything, ecapt when i hate a character, which hasn't happened in a while now.)


Maps: SStar Starday, 22 Rova 4712 | MM Fireday, 14 Pharast 4714 | CotCT Fireday, 18 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Based on the comments, and Pravlox's point of slowing PbP further, I think it's safe to say I'll continue to avoid random crit/fumble effects. Now back to your regularly scheduled gaming.


Aardvark:

Would you prefer that all dialogue be in bold? Since everyone else seems to do it that way I will follow along from here on. Previously I only used bold to indicate yelling. I use italics for inner monologue/thoughts. Do you want us to follow any other conventions?

Is everyone else enjoying this boat ride? I think it is a blast.


AC: 14 [T: 11 FF: 13] | HP: 18/24 | F16, R12, W16 | Init: +3 | Perc: +8 Male Human (Vudrani) Inquisitor 2

I certainly am. I'm very impressed Aardvark's attention to detail, especially with all the characters and their dialogue. Keep it up! I look forward to many more piratical days yet.


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

Before I start, sorry for the wall of text.

So as I said in the In-Game thread, I found a couple ideas, but first some background. In reading up on this, first off there is the pro or con position about gambling in a DnD type setting. As we already have gambling in this campaign I am going to assume that we are on the "pro" side of that topic.

Second issue was should gambling in the game be "role"played or "roll"played. The camps seem split down the middle on this, with a few more concentrating on the "role"playing side of it, but those seem to be the same group who want to simulate any gambling done. To me this just seems to be impractical, and I agree with one post, I came to the table to play DnD (Pathfinder, etc...) not poker, or dice, or three dragon ante, or any other game. The other school believes that the gambling should be simulated, and many of this school of thought agree that your stats should come into play (more on this in a bit). Since we are 1. Already using a dice/skill based system, and 2. In a play by post, I figured I would concentrate on this school of thought.

So finally the couple of systems I found/modified, the first being the simplest. For situations where skill or size of stake aren't really an issue this system works well:

Roll 2 dice, typically 2d6, if the two numbers are both even, the player wins, if they are both odd, the "house" wins, if they are different then if there's a 3rd party, they win, if there isn't it’s a draw and nobody wins, or if it’s a situation where there cannot be a draw, then re-roll until you get a different result. This system can be quickly modded to cover lots of different situations and odds. If you want 1:2 odds, use the above, 1:3 or 2:3 odds, then you can award the mismatch to whomever had the better odds. If you want a 1:6 chance you can roll the first die, then the other, if the numbers match, the player wins, it can also be tweaked by using different dice, 2d4, or 2d12 etc. The gist being, one roll determines the result, even if the "in game" method of arriving at that conclusion is complex.

Then there is a skill based method, this one isn't as developed, but I liked the base concept. I will need some help fleshing it out, it also requires quite a bit of DM "calls" and isn't in the 3.5 tradition of being hard written. First off, the player makes a bet. The DM decides if this bet falls into one of 5 or so categories: Low stake, mid stake, high stake, high roller stake, crazy silly high stake. The names don't matter, it’s all a DM call, but it works out like this, Low is DC 10, mid DC15, 20, 25, 30 etc. The higher the stake, the more difficult the base DC. Where the DM call comes into effect is the climate where you are betting. In a working man’s tavern or a poor mining community, a 2gp bet might be DC 25, were as in a court of nobles, a 2-3 hundred gp bet might barely qualify as a bet at DC10. Here's where I need some help, first, what skill/attribute will be rolled? Second, other skills should help out, (Sense Motive, Bluff, perceptions, sleight of hand, etc) what kind of bonuses or modifiers should they give? Should a successful check give a +2/-2 modifier? Should it bump or lower the base DC by a category? Something else? Next, should the reward be fixed, successful DC = double your money or should it be graduated, beat the DC by 5 and get triple, or 10 quadruple? Finally, I really liked the idea of Nat 1's and 20's being significant, and I think it keeps with the spirit of this campaign. I think a Nat 1 should = loose double your stake, i.e., if you bet 10gp, Nat 1 the roll, you not only loose that 10gp, but you owe another 10gp in "markers" if you can't pay up, maybe someone named Bruno makes it so your knees don't work so well anymore. On the flip side, a Nat 20 nets you x2 what you would normally be entitled, 10gp bet a win gets you 20, a Nat 20 gets you 40, same applies, if whomever your gambling with can't pay up, they now "owe you" this allows for some neat story opportunities.

Okay, sorry for the hard read but any thoughts or refinements? Or just throw all of it out all together?


Maps: SStar Starday, 22 Rova 4712 | MM Fireday, 14 Pharast 4714 | CotCT Fireday, 18 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Sorry I missed the comments earlier Holgur and Balsooma (I had lost my (# new) tabs). Thank you for the kind words, I know Balsooma is running the game IRL, and based on a comment Holgur made IC I think he's at least familiar with some of the book. So it actually means more to me knowing that you know something about it and I am able to make it a memorable event.

Holgur, I don't have any hard-set rules for the text, as I play in many different PbP here and a lot of people do it all differently. I just find that the bold for speech helps it stand out as something that is reactionable by other PC's or NPC's. For my personal preference, I use bold for speech, caps for yelling, and the [bigger} tag for loud talkers (like Owlbear). I use Italics for inner monologue (which as a player I RARELY use, since neither the GM nor the other PC's know what I'm thinking beyond what I tell them aloud. I, as a bard in one game, use Bold Italics for singing. And lastly I use the [smaller} tag for whispering. Those are not required, just what I do with the tags, so feel free to keep tagging how it is most comfortable for you.

Gambling:
I like the DC method, and from this point forward I will work it as such.
The DC will be set at the onset, to represent both the stakes and the skill of your toughest opponent.
Using Profession (Gambler) for your roll drops the DC by 5
Having 1 rank in Bluff, Sense Motive, Perception, or Sleight of Hand grants you a blanket +2 for each one. At 10 ranks they become +4

If you don't have Profession (Gambler), you can use any one of the synergy skills instead, but don't get to use the synergy for having that skill (i.e. you can't use Bluff, and get a +2 for having a rank in it).

The amount you win will follow the method before of [your result divided by 5 times your bet]. That's how I see it, if you want to add anything, just let me know and I'll see how I would want to work it in.

To bet on events you're not participating in, it is just either a simple Int, Sense Motive, or Perception check. Synergies for the skills apply. This way, with less benefits tied to the betting on, you have a chance of winning more by participating.

If you fail the DC, you lose your bet, if you fail by 5 or more, you lose the total of your bet extra. I'm not putting a specific 1 or 20 rule, since 1 is minus 10, and 20 is plus 10, you already win or lose more by getting the penalty/benefit.


Actually, I don't know anything about this adventure. Whatever guesses Holgur has made are just that. I don't even know very much about sailing except for a bit that I have gleaned from history books. When I read about naval battles I tend to skim a bit because I do not understand what most of the terms mean nor do I understand naval strategy even slightly.

As far as the gambling goes I agree that that player does not necessarily have to know much about the game rules and should be able to determine success or failure by dice rolls. It is no different from a player not knowing how to handle a sword in real life but still playing as though that does not matter. I think that a combination of rolls and role-playing can make it more enjoyable for some if elements of the real-world game are included. As long as you have fun you are doing it right.


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

Getting a bit off the gambling subject, but following up on the the 'roll' vs 'role' play concept a bit.

Spoilered to prevent wall of text attack again.

Spoiler:
I am actually largely for the idea that rolls should always trump acting. The dice are the part of the game that gives us some randomness, and dictates how things play out. The die roll isn't always a measure of skill or performance, sometimes it's environmental, or unforeseen circumstances that cause a bad roll to be a failure. If you attack, and miss, its not always because you can't hit a barn with a bow, it might be because of a gust of wind you didn't anticipate, or the target turning at the last second, or a block with armor or shield. I also dislike roleplaying trumping die rolls because sometimes, my character can do things that I can't, plus he has a whole lifetime of experiences that I don't, I may have a back story, but that covers, a few moments that forged major elements of his/her life, not every little thing that you did/didn't do growing up. If I have a huge diplomacy bonus, why is it that NPC or PC can talk my character into a corner, just because I can't think of something to say, my character should be able to, he's great at that sort of thing, that's what I spent my stat and skill points on. Also I find the opposite to be true, why should I or that other PC be able to lie his way out of a situation, when our character can't collectively bluff our way out of a paper sack? It is a HUGE pet peeve of mine when players over roleplay stats of skills their character doesn't have. If you want to know if you character can do something, a d20 and a stat modifier should give you a quick and easy way of figuring it out.

I'm all for RPing out negotiating a job for a local noble, but I also think our diplom and other social skill MUST be a factor, otherwise what is the point of them being in the game at all? If you can roll the die, and then RP the results, great...If you can't, then just a die roll will at least let the game function correctly. I know many other will vehemently argue against me and say that the RP is sacred and must be held higher than all other considerations. But if the mechanics don't run right, the game breaks, once the game works, we can add in all the extras we want.


AC: 14 [T: 11 FF: 13] | HP: 18/24 | F16, R12, W16 | Init: +3 | Perc: +8 Male Human (Vudrani) Inquisitor 2

Haha. Not quite running, more floundering currently. Hard to get good players here in NZ, and the ones that are haven't been showing up due to other commitments.

The advantage with PBF play is that you have more time to plan/review what information and flavour you're conveying to your players, which you're taking well advantage of. Your Owlbear is definitely more memorable than mine, for instance.


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

I don't even have a RL group - I'd love to be DMing a game (or playing) but can't find anyone to play with! (1hr north of Melbourne).


AC: 14 [T: 11 FF: 13] | HP: 18/24 | F16, R12, W16 | Init: +3 | Perc: +8 Male Human (Vudrani) Inquisitor 2

That's disappointing. Also, that is way more southern hemisphere in this game than I expected. Guess we all want to be pirates down here.


I have not played in real life for well over ten years. If not for Paizo I probably would have entirely forgotten this game.

Aardvark:
I just noticed the cover for a later chapter of this AP shows a pirate holding a gun. Are you planning to use them? If so, how common are they in the Shackles areas and will they be considered martial or exotic weapons?


Maps: SStar Starday, 22 Rova 4712 | MM Fireday, 14 Pharast 4714 | CotCT Fireday, 18 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Kelly, I agree for the most part with you on the Role vs. Roll side. I take the Rolls and the numbers, and Role-play them to fit the result. If someone tries to give a glorious speech, and ends up rolling a 10 with their +8, then instead I take it down a notch to represent their success. It's why I like to see the result before I give the effect, and PbP helps with this. I can preview it in order to act accordingly.

I also do not give circumstance bonuses if someone RP's well. If in their speech (whatever) they touch on some aspect that matters, they may get a bonus, but not just because they are speech majors on the debate team. So, if mentioning the king's nephew causes a different reaction (whether expertly RP'd or simply "I ask him for help, reminding him of his nephew's loss"), then I may give a bonus.

As far as gaming, I don't mean to sound like a glutton, but I have a weekly TT group, I run 2 PbP's here, and play in 7 PbP's here.

Holgur, on the subject of firearms, I excluded Gunslingers in the recruitment, but allow guns (Very Rare Guns style under Firearms in UC). They are in the AP, but it is mentioned at the beginning of the first one that they are not included as treasure, and only pop up in either the last or second-to-last booklet of the AP. So, they exist, but are few and far between.


Will we get a chance to retrieve our gear or do we have to buy it from the stores? I want to see if Holgur can get his armor back before the beach party.


Maps: SStar Starday, 22 Rova 4712 | MM Fireday, 14 Pharast 4714 | CotCT Fireday, 18 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Holgur, you still haven't recovered your gear? The day Grok was befriended she said to come by the shop the next day and get your stuff. She will hand over all of your stuff, except weapons. Over time, the others managed to go get theirs, I think you are the last one.


Yes, now I do remember that. I will update Holgur's sheet right now. Thanks.

Also, I am still having a great time with this game.


AC: 14 [T: 11 FF: 13] | HP: 18/24 | F16, R12, W16 | Init: +3 | Perc: +8 Male Human (Vudrani) Inquisitor 2

Quick question: how is Reefclaw B maintaining its grapple and attacking Kelly? Maintaining a grapple is a standard action that - if successful - lets you perform an additional action as part of the standard action to maintain the grapple: Move, Damage, Pin, or Tie Up. The only way I can see that it could do close to what you're proposing is for it to release Balsooma (free action), then full attack and split its attacks between the two.

Edit: Sorry if this seems rules-lawyery of me. I'm usually the DM, so I'm the encyclopedia of PF rules for my group, haha.


Maps: SStar Starday, 22 Rova 4712 | MM Fireday, 14 Pharast 4714 | CotCT Fireday, 18 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

No problem, I'm a rules-lawyer as well. There's just so much going on with creatures with grab, constrict, and poison. I was skimming back and forth for the rule for each one and missed the basic aspects. This happens everytime I run into a constricting creature (the last one was an Otyugh).

It was an oversight on my part, so everyone disregard the attack on Kelly. He keeps his hold on Balsooma.


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

I used to play it so that a 20 to confirm the hit counts as massive damage - maybe go with that??


Maps: SStar Starday, 22 Rova 4712 | MM Fireday, 14 Pharast 4714 | CotCT Fireday, 18 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Ciera, I like the idea of a 20 on the crit confirm would cause the pegs and patches rule. It would make it a viable issue through every level of play, but be a rarer occurance than something hitting for over 50 at the higher levels.

I can see it as somewhat balancing.

Any thoughts from anyone else?

Also, a trend I've seen more of lately, and like, is stats in the name line. Could each of you put them right after your class in the small box provided, in the following format:

(AC: 13 [T: 9 FF: 13] | HP: 10/10 | F+3, R-1, W+2 | Init: +2 |Perc: +0)

Remember, your saves should be your total +11 as a defense, so in the example above they would read as | F 14, R 10, W 13|

If you have anything like Trapfinding, or special saves, add them in ( ) after what they modify e.g. W 13 (15 vs Enchant) or Perc: +0 (+2 with Familiar)


AC: 14 [T: 11 FF: 13] | HP: 18/24 | F16, R12, W16 | Init: +3 | Perc: +8 Male Human (Vudrani) Inquisitor 2

I have no problems with changing the rule to be a 20 on a crit confirm. Makes it quite rare, but means it might come into play sooner than when things start actually being able to hand out 50 damage hits and players surviving them.

Also, in other news, I'm going to be over in Sydney for the Risen Rune convention this weekend, so I'll probably be a bit too busy to post from the 27th to the 2nd. If you could go ahead and GMPC Balsooma for that time, that'd be very handy.


Mixed Umm, Aardvark.. DUH! Barbarian 8/ Senator 2/ Pope 5

Sorry, had a nasty week of homework. I don't know if I'll be able to post until Sun. Besides, holgur and balsooma have only taken work rolls. Need activity rolls for the 2 days as well.


Aardvark:

I just saw your PMs and updated Holgur.

I like the natural 20 on a critical confirmation resulting in massive damage. Pirate life should be dangerous.


Maps: SStar Starday, 22 Rova 4712 | MM Fireday, 14 Pharast 4714 | CotCT Fireday, 18 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Thank you Holgur.

So it looks mostly agreed, rolling a nat 20 on a crit confirm kicks in the patches and pegs rules.

Also, to make sure in case no one saw the minor change I made on a page no one checks often (meaning I should have said something when I did it.)

The switch in saves/DC's should both be 11. Add 11 to saves to make them defenses, subtract 11 from DC's to make them attacks. It was pointed out that there was a 5% discrepancy, and looking into it, I realized, that oddly enough, it is 11 up 11 down, that evens them out mathematically.

The next days post wil be a bit long, so I will post it tomorrow (as Bones is almost on).


AC: 14 [T: 11 FF: 13] | HP: 18/24 | F16, R12, W16 | Init: +3 | Perc: +8 Male Human (Vudrani) Inquisitor 2

I'm back now! Thanks for doing my activity rolls for me. I completely forgot about them at the time of writing, haha.


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

Think this might work....

+1 Rogue Level:
- Will Roll for HP!!!
Favored Class Bonus: +1 Hit Point
Rogue Abilities: Evasion
Rogue Talents: Rope Master
(A rogue with this ability can move at her normal speed when using rope on a Climb check, can take 10 when using Acrobatics to move over narrow surfaces even when in danger or distracted, and gains a +4 bonus when determining the DC to escape bonds when she ties up a creature.)

Skills (+11):
+1 Acrobatics = +9
+1 Climb = +6
+1 Perception = +4
+1 Stealth = +9
+1 Swim = +5
+1 Diplomacy = +7
+1 Profession (Sailor) = +3
+1 Disable Device = +8
+1 Intimidate = +6
+1 Slight of Hand = +9
+1 Appraise = +6

YAY LEVEL 2!


Human Rogue (Acrobat) 2 (AC: 17 [T: 14 FF: 13] | HP: 7/11, 6NL | F+0, R+7, W-1 | Init: +4 |Perc: +4)

And for HP:

1d8 + 1 ⇒ (2) + 1 = 3

Doh!


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

I need to pick Holgur's combat style. Both two-weapon fighting and two-handed fighting are tempting choices. His skills, saves and BAB are updated, though.

HP roll
1d12 + 2 ⇒ (3) + 2 = 5

Oy vey!


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

+1 Alchemist Level

BAB +1 = 1
Fort Def +1 = 15
Ref Def +1 = 16

Roll for hp's

8 Skill points:
Craft Alchemy +1 =9
Heal +1 =8
Knowledge (Arcana) +1 =9
Knowledge (Nature) +1 =9
Perception +1 =7
Profession (sailor) +1 =7
Spellcraft +1 =9
Swim +1 =2

Racial Skill:
Sleight of Hand + 1 =6

Favored Class: +1 HP

New Forumula:
Long Shot

New Class Abilities:
Infused Curative
-A chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used).

Discovery: Spontaneous Healing (Ex)

Poison Resistance +2
-Alchemist gains a +2 bonus on all saving throws against poison.


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

And the Roll for Hps:

1d8 ⇒ 6 + 1 for CON = 7


Maps: SStar Starday, 22 Rova 4712 | MM Fireday, 14 Pharast 4714 | CotCT Fireday, 18 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Holgur, how are you using a d12? Rangers are a d10. Did you use a d12 for your 1st HD as well (since you had 14 hp)?


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17
Aardvark DM wrote:
Holgur, how are you using a d12? Rangers are a d10. Did you use a d12 for your 1st HD as well (since you had 14 hp)?

I never even noticed that. Holgur's avatar is of a barbarian and that probably threw me off in the beginning since I considered making him one instead of a ranger. I will make the correction immediately.

Should I re-roll his level 2 HP? If so: 1d10 + 2 ⇒ (8) + 2 = 10

Also, I decided on two-weapon fighting for his combat style and am planning out his future feats. Do you see any conflict in using dodge as well as power attack at the same time?


Maps: SStar Starday, 22 Rova 4712 | MM Fireday, 14 Pharast 4714 | CotCT Fireday, 18 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Yes, the reroll is preferred (and look at that, with d10's you are at 22, instead of 19).

I don't know of any rule that would make it so that you couldn't use dodge and power attack together. Is there something I'm unaware of?

Sorry for the delay, I have family visiting, and get wife aggro any time I even try to get on the computer (it's my family, and she doesn't want me to retreat here and there.)


AC: 14 [T: 11 FF: 13] | HP: 18/24 | F16, R12, W16 | Init: +3 | Perc: +8 Male Human (Vudrani) Inquisitor 2

+1 Inquisitor Level

HP: 1d8 + 3 ⇒ (7) + 3 = 10 (+2 con +1 favored class)

BAB +1 = 1
Fort Def +1 = 16
Will Def +1 = 16

6 skill points (5 + 1 racial)
-Profession (sailor) +1 = +7
-Perception +1 = +8
-Intimidate +1 = +6
-Sense Motive +1 = +8
-Knowledge (Nature) +1 = +3
-Survival +1 = +6

Class Stuff:
Cunning Initiative - Add wisdom to initiative checks.
Detect Alignment - At will Detect Chaos/Evil/Good/Law.
Track - +1/2level on Survival checks to follow/identify tracks.

New Spells:
-Cure Light Wounds
-Guidance


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17
Aardvark DM wrote:

Yes, the reroll is preferred (and look at that, with d10's you are at 22, instead of 19).

I don't know of any rule that would make it so that you couldn't use dodge and power attack together. Is there something I'm unaware of?

Sorry for the delay, I have family visiting, and get wife aggro any time I even try to get on the computer (it's my family, and she doesn't want me to retreat here and there.)

There is no rule conflict between dodge and power attack that I know of. I just imagined that some DMs would see a thematic problem with it.

Yes, the d10 does serve me better. I adjusted his HP: 1st level max (10) + 2(Con) + (1) favored class = 13, 2nd level 8+2(Con)+1(Favored class)=11 for 24 total.

Our wives have similar reactions to our computer time. No worries there.


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

Just checking in, haven't seen any updates or posts for a while. Also notifiying that I won't be at near a computer for this upcoming long weeekend. I will try and check/update via my phone, but that never seems to work well.


Maps: SStar Starday, 22 Rova 4712 | MM Fireday, 14 Pharast 4714 | CotCT Fireday, 18 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

My apologies. I think it was around this time last year I slowed down as well. The chaos of the holidays from halloween to new years, and college seems to just drain me. I'm having trouble staying motivated to post.

Don't fret, I'm not dropping it, I'm just trying to regain my focus. That being said, if Holgur is back online, I could use all of his checks for the 2 days.


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

So I find myself is the annoying position of being a hypocrite. I've had a discussion with several gaming friends, and on a few discussion threads. To sum up the point of contention, this relates to the roll, vs role playing debate, it also crosses to DM intervention/responsibility.

The problem being, I heard some description of things happening in the game world from the DM. At that point, me, the player, made a conclusion as to what I thought was happening, but me, the player, isn't present in the game world to make a conclusion, Kelly Forester is. To replicate what type of conclusion Kelly would/should make based on the situation, I should use the in game mechanics. In this case a sense motive seems to accomplish what I wanted to do nicely.

I know to most this seems a silly point to fret about to most. I've had this discussion, vehemently, with other players and a DM at this over this point, and argued that skills and DM calls not only can, but in fact SHOULD overrule player suspicion and players should be more than happy to accept that their character may have different life experiences, and and therefore thought processes than they do, and might make different conclusions based on the things presented. This is what the die roll is supposed to represent, all the little things, past present future, that we as players don't have direct knowledge of, or access to.


AC: 14 [T: 11 FF: 13] | HP: 18/24 | F16, R12, W16 | Init: +3 | Perc: +8 Male Human (Vudrani) Inquisitor 2

Playing as the bad guys? Excellent. Perhaps my trait of "terrible rolls during combat" will finally come in handy for once. Who do you want to play, Kelly? I'm quite happy to pick Fipps "Fatty" Chumlet.


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

Looks like I drew the Fippster, I'd say lets hash out some battle strategy, but since we don't seem to put that much effort into our own characters, I figure we'll just let the NPCs wing it.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Might I suggest passive non-resistance?


AC: 14 [T: 11 FF: 13] | HP: 18/24 | F16, R12, W16 | Init: +3 | Perc: +8 Male Human (Vudrani) Inquisitor 2
Holgur wrote:
And it was a good idea to have Balsooma and Kelly take over for Jape and Fipps rather than to leave them as spectators.

That's just because I have the worst internet dice.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17
Balsooma Hishal wrote:
Holgur wrote:
And it was a good idea to have Balsooma and Kelly take over for Jape and Fipps rather than to leave them as spectators.
That's just because I have the worst internet dice.

Besmara just likes me more.


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)
Balsooma Hishal wrote:
Holgur wrote:
And it was a good idea to have Balsooma and Kelly take over for Jape and Fipps rather than to leave them as spectators.
That's just because I have the worst internet dice.

I dunno, I'm giving you a run for your money right now. Though if I'm gonna roll for crap, I'm glad its against my party members.


AC: 14 [T: 11 FF: 13] | HP: 18/24 | F16, R12, W16 | Init: +3 | Perc: +8 Male Human (Vudrani) Inquisitor 2

Holgur, coup de grace is an auto-hit, auto-crit attack. If the defender survives this, they then must make a fort save (DC 10 + damage) or die.


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

The attack roll is good anyway, because he isn't technically helpless. Disabled characters have some stiff penalties, but they can defend, use armor and shields, dodge, and make attacks/cast spells they are far from helpless. However he was surrendered, and was probably flatfooted for the attack, plus I think his AC is only 12 anyway, so I think the end result is the same no matter what, instead of auto crit, and save vs death, he's just now at negative hps and bleeding out for the next few rounds.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

That has such a nice ring to it.

I guess the scat has hit the fan now. Is there a nautical equivalent to that expression?


Maps: SStar Starday, 22 Rova 4712 | MM Fireday, 14 Pharast 4714 | CotCT Fireday, 18 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Sorry for the slow gameplay, I just finished my last final exam this semester on Friday, and have at least until Feb before I start school again. Also, I have been reading all the RPG Superstar threads, and am actually going to enter this year.

Next semester I'm only taking two english classes, so it shouldn't be too busy.


Good luck on the RPG Superstar contest, Aardvark.

By the way, how would you handle introducing a replacement character if Holgur does get keelhauled for killing Jape and Fipps? I have several other PCs made up and one or two might be a good fit for the campaign.


This game has stopped appearing when I check my campaigns tab. The other two games that I am in still appear, though. Has this happened to anyone else?

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