Blackest Scale

Game Master Nicos

Map of all Faerun


251 to 300 of 392 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

What is the +34/+30 in the damage?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

+34 on the first hit in a round, +30 on subsequent hits (drops from double Str to damage to 1.5x).

That's actually including Power Attack. My bad.


What do you people think about me using options you do not have to build enemies? Like the summoner in the last encounter.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

I don't mind it, as long as they're not like ridiculously unfair abilities.

What abilities did he have that we can't have access to, BTW?


Male Human Dungeon Master 10/ Munchkin 10
Nicos wrote:
What do you people think about me using options you do not have to build enemies? Like the summoner in the last encounter.

If the encounter is balanced, I don't mind.


Rynjin wrote:


What abilities did he have that we can't have access to, BTW?

The whole summoner class.


I'm asking because Perhaps some encounters will not be balanced. First because it is hard to calibrate encounters for high level parties, and second because you are dealing with powerful forces, and some of those are perhaps to strong for you to be dealth with yet, at least in a direct approach.

Perhaps, what I sshould be asking is how challenging you would like your fights? and if you think every encounter have to be defeteable.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

I like decently challenging fights when they're important, but I don't want EVERY fight to risk death. This one was a good encounter, if we'd goofed up too hard there would have been bad things happening, but there was still leeway for bonehead moves like charging around in the air willy-nilly.


There are two kind of sool of thoughts. The one that thinks that every fight should be fair. And the other one, more prevalent in old shool sandbox dungeons, that let the player the responsability of identifying the fights that are too challenging (AKA, knowing when to run)


Male Human Dungeon Master 10/ Munchkin 10

I don't mind difficult battles, but I don't want every battle to be a life-or-death situation. If a battle is way too difficult, I expect some sort of foreshadowing (clear foreshadowing, mind you. What's clear in the GM's mind is not necessarily clear for the players). At this level, we fight all sorts of things that could annihilate an small army, so just saying "this guy destroyed a whole town" or "he killed 10 demons!" doesn't say much.

EDIT: It doesn't help that running away is pretty difficult in PF. And many opponents can rocket-tag- kill you before you even realize you should be running. There isn't a lot of wiggle room in PF combat.

I don't want to face an enemy with CR = APL+10 and only find out about it when it one-shots the whole party. If something is that powerful, it should be notorious enough for us to know about it.

Mostly, the only thing that frustrates me in combat is stuff where there is nothing I can do other than count on luck, like SoD spells. Things like Phantasmal Killer and Flesh to Stone should be used with serious moderation, IMHO. They are really boring to use, and frustrating to suffer.


Male Goblin Vivisectionist Trap Breaker 10
Lemmy wrote:


Mostly, the only thing that frustrates me in combat is stuff where there is nothing I can do other than count on luck, like SoD spells. Things like Phantasmal Killer and Flesh to Stone should be used with serious moderation, IMHO. They are really boring to use, and frustrating to suffer.

This is big in my book too. Once the SoDs come out, it's only a matter of time before one sticks.


Lemmy wrote:


EDIT: It doesn't help that running away is pretty difficult in PF. And many opponents can rocket-tag- kill you before you even realize you should be running. There isn't a lot of wiggle room in PF combat.

That is true. At least in this case Auron is a teleporter.


Male Goblin Vivisectionist Trap Breaker 10

Heh. And I could pretty much walk away in any circumstance.


Female Half-orc Cavalier 9/Mammoth Rider 4 | HP 138/138 | AC 33/27/16 | Fort +15, Ref +10, Will +12 | Init +3 | Perception 0 | CMD 32 | Darkvision 60 ft.| Immune mind control | Challenge 1/3
Bili:
HP 122/122 | AC 30/28/10 | Fort +12, Ref +9, Will +6 | Init +2 | Low-light vision | Scent | Perception +1

Erd and Bili can Spring Attack away if nothing else. Even many fly speeds are less than 60 feet so as long as we're not hampered (freedom of movement anyone?) we've also got a fair chance of escaping.

That reminds me: Nicos, is there going to be any time for Erd to retrain one of Bili's tricks, and would it be possible? I'd really like to grab the air walk one.


Male Human Dungeon Master 10/ Munchkin 10

It causes me physical pain to know that you need a trick to make your mount benefit from Air Walk (but not from Fly ¬¬')


How many times does is take to retrain a trick?

Liberty's Edge

Male Underpowered Warrior 1

It takes a week to train the air walk trick. I can't actually find rules in Handle Animal for trick retraining.

edit: It looks like you can train for the combat general purpose, which erases all other tricks known, then retrain the remaining spaces. But that would take months probably.


It need to be a continous training or can you use one day now, two days later until you complete the week?. If it is the second I think you can do it without much problem.


Female Half-orc Cavalier 9/Mammoth Rider 4 | HP 138/138 | AC 33/27/16 | Fort +15, Ref +10, Will +12 | Init +3 | Perception 0 | CMD 32 | Darkvision 60 ft.| Immune mind control | Challenge 1/3
Bili:
HP 122/122 | AC 30/28/10 | Fort +12, Ref +9, Will +6 | Init +2 | Low-light vision | Scent | Perception +1

Can't interrupt the training, but it's just 3 hours per day.


https://app.roll20.net/join/489083/14CfDQ, I think that is the correct link.


Female Half-orc Cavalier 9/Mammoth Rider 4 | HP 138/138 | AC 33/27/16 | Fort +15, Ref +10, Will +12 | Init +3 | Perception 0 | CMD 32 | Darkvision 60 ft.| Immune mind control | Challenge 1/3
Bili:
HP 122/122 | AC 30/28/10 | Fort +12, Ref +9, Will +6 | Init +2 | Low-light vision | Scent | Perception +1

Just noticed I never actually BOUGHT saddlebags. Should I assume I bought them in Riatavin?


yes.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Considering using this as a slightly retooled version of Pummeling Bully in my games:

Prerequisite(s): Improved Unarmed Strike, Pummeling Style, Any Improved Combat Maneuver Feat ; base attack bonus +9, brawler level 5th, or monk level 5th.

Benefit: When you hit with a Pummeling Style attack, you can attempt a combat maneuver check as a free action.

Thoughts? It's a small change, but I think it makes it a whole lot better. Actually useful and versatile rather than that Feat you need to take to get something good.


So you give up on pounce?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

No, this is the middle Feat that everyone skips and/or forgets about because it's so garbage (the original version requires Improved Trip AND Reposition, and is limited to those).


What is the original feat?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Here.


I... do not think the feat is actually bad. What about if you can do any maneuver you like but you need to hit with two of the attacks whiting pummeling strike?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

It's bad because it turns a 3 Feat chain into a 5 Feat chain, and forces a Combat Maneuver nobody in their right mind would ever use (Reposition).

Reposition is basically the worst possible thing. It has a similar, but inferior effect to other Combat Maneuvers (namely Grapple, which can move people farther and also imposes penalties, and Bull Rush which lacks the "No dangerous locations" clause and can be done as part of a Charge).


Male Human Dungeon Master 10/ Munchkin 10

Well... It does allow you to use trip, which is pretty good, but yeah... Reposition is completely useless.

Couldn't you use your Monk bonus feats to grab that and take Dragon Style with your normal feats? IIRC, Dragon Style is pretty easy to qualify for as a Monk/Brawler.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Hm? I did. This is just a change I'm thinking of for my game.


Male Human Dungeon Master 10/ Munchkin 10

Ah, I see. My mistake.


Guys, It will take some time before I finifh the stat for hte next encounter.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Okie dokie.


Looking at the numbers I still have to crunch half of me is tempted to not DM anymore. THe other half promise to continue in the weekend.


"Can I have Bili charge without Erd charging with her?

Why?


Male Human Dungeon Master 10/ Munchkin 10

Question:

Anyone think it'd be a problem to just give Rogues a +1 (increases by +1 every 5 Rogue levels, total +5 at 20th) bonus attack rolls with longswords, shortows and all weapons that can be used with Weapon Finesse, as well as weapons that you get proficiency because of a racial trait (so that orc Rogues can sue falchions and elves can use longbows and elven curved blades)?

Maybe just make it an universal bonus and say it only works when the Rogue is wearing light or no armor and is not carrying a medium or heavy load, then fluff if as some sort of sneaky mobility and dirty fighting. That'd be simpler.

I'm seriously tempted to add that to my homebrew (with a note that Ninjas add this bonus to katanas, rather than longswords) and change Deft Palm for something that doesn't conflict with the action economy of other Rogue Talents. Maybe something like Brawler's Martial Versatility, but restricted to Rogue-like feats, such as Improved Dirty Trick, Improved Feint and Weapon Finesse...


Female Half-orc Cavalier 9/Mammoth Rider 4 | HP 138/138 | AC 33/27/16 | Fort +15, Ref +10, Will +12 | Init +3 | Perception 0 | CMD 32 | Darkvision 60 ft.| Immune mind control | Challenge 1/3
Bili:
HP 122/122 | AC 30/28/10 | Fort +12, Ref +9, Will +6 | Init +2 | Low-light vision | Scent | Perception +1

If Erd charges, she can't take a move action (spur mount).

And I don't think it'd be a problem.


Bili can definitely charge and Erd do not, But if Erd is not charging, does she get the extra damage? I do not think so.


Female Half-orc Cavalier 9/Mammoth Rider 4 | HP 138/138 | AC 33/27/16 | Fort +15, Ref +10, Will +12 | Init +3 | Perception 0 | CMD 32 | Darkvision 60 ft.| Immune mind control | Challenge 1/3
Bili:
HP 122/122 | AC 30/28/10 | Fort +12, Ref +9, Will +6 | Init +2 | Low-light vision | Scent | Perception +1

Correct in that she doesn't get the Order of the Sword "Mounted Mastery" extra damage. (It's the ability that lets you add mount's Strength modifier to damage rolls).

But from the horselord archetype wrote:
Sand Storm (Ex) At 6th level, a horselord gains the benefits of the Mobility feat so long as she is mounted. Additionally, the horselord deals double damage while using a one-handed slashing weapon from the back of a charging mount, as though using a lance. This replaces the bonus feat gained at 6th level.

It seems that you do get to multiply your damage, even if you're not also charging.


Garren Emeraldeyes wrote:
Garren simply shakes his head and flickers out of sight with a shrug.

I thnk Garren can not stealth if is not his turn.


Auron Luckstride wrote:
DM. wrote:
lemmy, Perhaps ther eis a misunderstanding (yes, I promiso not to desing more 3D battles). At least Amman is at the other side of the sphere 50 ft away (or more if you can not fly)
Which is why I used DD to take everyone there.

Eh, in your turn You casted bless of fervor.


Male Garuda-blooded Aasimar Cleric 13 - HP 93/120; AC 26(tch 17, ff 19); CMD 29; Blur (20% Miss Chance); Fort +16, Ref +12, Will +18; Darkvision, Blindsense (30ft), Perception +22, Sense Motive +24; Initiative +6
Nicos wrote:
Auron Luckstride wrote:
DM. wrote:
lemmy, Perhaps ther eis a misunderstanding (yes, I promiso not to desing more 3D battles). At least Amman is at the other side of the sphere 50 ft away (or more if you can not fly)
Which is why I used DD to take everyone there.
Eh, in your turn You casted bless of fervor.

Because I had already used DD. Then you said it was my turn... I got confused. Erase the blessing of fervor.


Ok then, If you are packed into a small portion of hte map then We could use Roll 20, let me prepare the map. (BTW, I got confuse because the DD was in an ooc)


And, not garren turn. THe tower shield cesuto will do something, perhaps, give a couple of minutes.

Liberty's Edge

Male Underpowered Warrior 1

Yeah, roll20 would probably be great for this many combatants. I'm gonna need to know how to avoid AOOs and stuff.


Done, relatively. Erd position is fixed. I need to know to where Auron teleport the rest of the party in order to psot what the Tower shield ceusto does.

The tower shield and hte longspears are the armored ceustos btw. The cesutos are the regular ceustos, duh. There are 5 individual ceustos in the map, the other 7 are farther away.


Remeber to keep track of the damage recieved.

Liberty's Edge

Male Underpowered Warrior 1

For charges, is it JUST draw a straight line between the center of each square? Do I have a charge lane to the tower shield ceusto right now?


I think I would only require for you to have an open path, wich seems to be the case.

251 to 300 of 392 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Blackest Scale All Messageboards

Want to post a reply? Sign in.