Just a heads up that I'll be heading off to Paizocon UK next Friday and wont be back till the following Monday...I doubt I'll be posting at any time over the weekend
Just a heads up that I'll be heading off to Paizocon UK next Friday and wont be back till the following Monday...I doubt I'll be posting at any time over the weekend
Very exciting! Hope you have a great time. GenCon will be the only big event I make it to this year.
Luckies! I was so bummed, military kept me from being able to go to Paizocon (which was...annoyingly...on my "home" turf, but Im stuck in Virginia!) and a more recent car accident has pretty much stripped any hope I had of being able to justify a trip for GenCon!
Ah well, I'll be back home next year, and you can bet your bottom dollar Ill be at Paizocon!
BTW, I am really enjoying all the PC's interactions. Looks like it will be an interesting group! One thing's for sure, with this many players, intra-party interaction will probably be quite lively.
I was driving back home from out of town yesterday and missed out on all the awesome interaction! Well, I'm back now...I'll find a way to squeeze myself in.
Kjob, I was just looking at Kappasc character sheet and noticed something. You should have all cantrips from the Beta rules in your spell book, not just the ones listed.
Hogarth, I've just noticed that you never took your free 1 skill rank in a Craft or Profession skill. Want to put it into Profession (gambler)? :)
I don't suppose it's possible to put it into Perform (comedy), is it? If not, I'll probably go with Profession (comedian).
Hmm. Well in this time and place, comedian is not really a profession, it would fall more under Perform (oratory). Most of what you would do in terms of telling jokes you already have covered skill-wise. How about a side job when the earnings get meager?
I'd like to try something different to try and speed things up a bit. I'm happy if you make your own rolls using Invisible Castle most of the time, but at certain times I will make them for you, just to speed things up. If we have to wait around for this many people to roll initiative before we start combat, well, we'll be waiting around a lot, especially if someone is busy and doesn't check these boards daily.
If you don't want me to roll for you, please feel free to roll initiative a bunch of times and post the results here. That way I can always come back here and pick your next roll.
From my side, I would be delighted if you made all the rolls! The PbEM games I play in usually work that way.
I've run games like that in the past as well, and it certainly does speed things up a bit.
How does everyone else feel about that? I'd make most of the rolls, unless you were initiating an action that you knew required a roll, and then of course you could make it yourself. I could just roll them here on my table at home or could use IC where you could see the results.
I'm pretty much ok with you handling most of the mechanics yourself..I do in the two games I run here..I dice for initiatives.. make perception and knowledge checks and generally deal with anything that might slow down the flow of the game. Combat rolls and damage I leave to the players as well as letting them throw in checks when they feel like it and it works pretty well .
I say that you rolling is fine in Most cases that help move things along. Things like combat rolls and such we should be able to manage as we post, but things like initiative and knowledge checks might be better suited for you to roll, again, just to keep things moving along.
I say that you rolling is fine in Most cases that help move things along. Things like combat rolls and such we should be able to manage as we post, but things like initiative and knowledge checks might be better suited for you to roll, again, just to keep things moving along.
I agree. In games I run, I typically roll all initiative checks, and unless a player takes the initiative to make a skill check, I'll do it for them (especially for passive checks and knowledge checks). In many cases I'll also roll saves, just because it helps move things along so much better. PbP takes forever as it is...we don't have to make it worse by asking for a roll, waiting for the roll, then waiting for DM response again after that - that could take several days in real time.
I have no problem with you making our rolls; in fact, I am delighted that you offered! Anything that makes a pbp move quicker than a glacial crawl is a plus in my book.
Also for combat I post the start of a new round wait for everyone to respond then after 24 hours at most I DMPC the non respondees and do a single post to wrap the round up.
Also for combat I post the start of a new round wait for everyone to respond then after 24 hours at most I DMPC the non respondees and do a single post to wrap the round up.
Would everyone mind posting your Initiative bonus, Perception bonus and most common attack stats near the top of your "character sheet" outside of spoiler tags? I use those pages quite a bit for reference, and it would save me time hunting around.
Would everyone mind posting your Initiative bonus, Perception bonus and most common attack stats near the top of your "character sheet" outside of spoiler tags? I use those pages quite a bit for reference, and it would save me time hunting around.
Thank you,
BrOp (Alex)
You want AC too? That seems more useful to you than attack...
You want us to wait for our turn in the initiative order or can we post our intended action at any time during the round for you to sort out?
I would prefer it if everyone posts their actions for the round as soon as they can. I will generally work with whichever actions I have at hand when I post my round summaries in initiative order. If you don't post within 24 hours of my initial round posting I will probably DMPC your character, just to keep things moving.
Kappasc from IC Thread wrote:
Kappasc curses his luck and immediately begins casting "Hand of the Apprentice". If I can, anyway?
Yes, it's a supernatural ability, you can use the ability, you just can't target someone until your sight returns. You can, however, target a square with the standard 50% miss chance.
Thumparr from IC Thread wrote:
How far can Thumparr move and still dig something out of his pouch? If none, he will just concentrate on getting a THUNDERSTONE out of his pouch. But if he can move while doing so, he will try to get a clear angle on the female leader. I think he can move up to four squares, trying to get to L9 on the map.
It's a surprise round, and since you have a BAB of at least +1 you can draw the thunderstone and make a half-speed move during this round. You can make a full move if you make a DC 10 Acrobatics check.
Ngozi from IC Thread wrote:
I'm moving at half speed towards the black box, feeling around for something to take cover behind.
You dropped to the floor, or prone, so you can only crawl from this position, which is limited to 5' a move action. You currently have cover behind a gaming table, however.
How far can Thumparr move and still dig something out of his pouch? If none, he will just concentrate on getting a THUNDERSTONE out of his pouch. But if he can move while doing so, he will try to get a clear angle on the female leader. I think he can move up to four squares, trying to get to L9 on the map.
It's a surprise round, and since you have a BAB of at least +1 you can draw the thunderstone and make a half-speed move during this round. You can make a full move if you make a DC 10 Acrobatics check.
Spoiler:
I rolled a 19 on my Acrobatics check 1d20+1=19 - so I will move to L9, pulling the thunderstone from my pouch as I go.
Apologies for my absence these past few days. Have been busy here, including running a great Pathfinder Society game last night! More to come very soon.
Apologies for my absence these past few days. Have been busy here, including running a great Pathfinder Society game last night! More to come very soon.
GET ON IT!
Er...I mean...sounds good, man. We're ready to rock these guys whenever you are. :)
Hogarth, can you add what the actual bonus is to your inspire so we can add that to our calculations?
Thanks!
+1 attack/+1 damage
Here's a question. Did they say that these bonuses applied to combat maneuvers as well? I don't see it listed explicitly in the Beta rules, although it would make sense.
Here's a question. Did they say that these bonuses applied to combat maneuvers as well? I don't see it listed explicitly in the Beta rules, although it would make sense.
It's not clear in the Beta rules. Judging from the Bonus Bestiary, it looks like it's cleared up in the final rules that any attack bonuses also apply to combat maneuvers.
I think at least one of the thugs should've gotten an AoO on me - did that happen or was it just a miss? Also, what's your take on a monk using flurry of blows(unarmed strike) while grappling? The rules aren't super clear, and the camps are a bit divided on the issue.
I think at least one of the thugs should've gotten an AoO on me - did that happen or was it just a miss? Also, what's your take on a monk using flurry of blows(unarmed strike) while grappling? The rules aren't super clear, and the camps are a bit divided on the issue.
Your lowest Acrobatics roll, unless I'm greatly mistaken, was 15, which was the number you needed to move through the thug's threatened space. These are 1st level rogues with a BAB of +0.
As for the grapple during the flurry, I'd say yes. Of course when the actual rules come out next month that may change. But then again, maybe it won't.
One thing that you can't do, however, is make a charge attack through a group of foes using Acrobatics. You couldn't even charge though a line of allies, as it has to be a clear shot. I don't know if you were using the term "charge" loosely or you meant the specific combat action. In either case, what's done is done and I'll not change what has been done now.
Your lowest Acrobatics roll, unless I'm greatly mistaken, was 15, which was the number you needed to move through the thug's threatened space. These are 1st level rogues with a BAB of +0.
Yes, but the DC increases by 2 for each one - since this was the fourth thug I think the DC should've been 23. Unless you made that one the first thug...and then I'd have to check to see if I made all the other ones. I was just going in the order of my rolls and adding 2 to the DC each time.
Quote:
One thing that you can't do, however, is make a charge attack through a group of foes using Acrobatics. You couldn't even charge though a line of allies, as it has to be a clear shot. I don't know if you were using the term "charge" loosely or you meant the specific combat action. In either case, what's done is done and I'll not change what has been done now.
Ah, true. Isn't that a special ability gained through the duelist prestige class or something? It's one of those things you'd think a monk could do too, but ah, well. I think my roll should've been good enough to make the grapple with or without the charge in this case, but I'll remember that for future reference.
Yes, but the DC increases by 2 for each one - since this was the fourth thug I think the DC should've been 23. Unless you made that one the first thug...and then I'd have to check to see if I made all the other ones. I was just going in the order of my rolls and adding 2 to the DC each time.
Ah, yes of course, the increasing DC rule. I forgot about it. I'll try to remember it next time and let things slide for now.
If possible, Thumparr will pull his hand axe from his belt and hurl it at the one-eyed wench - can he pull and throw in the same round?
As long as you have a BAB of at least +1 (which you do) you can draw a weapon as part of a move action, which means that you can indeed pull and throw in the same round.
If possible, Thumparr will pull his hand axe from his belt and hurl it at the one-eyed wench - can he pull and throw in the same round?
As long as you have a BAB of at least +1 (which you do) you can draw a weapon as part of a move action, which means that you can indeed pull and throw in the same round.
Thanks! It worked out well.
BROP > Since Thumparr goes last in the round, I'm gonna wait and see what some of the others do before posting my actions. Right now, he's thinking of taking out the guard closest to him, but if she tries to get up...or if the Chelish man gets away from the halfling...then he might do something else.
Just to let you know, I'll be at GenCon this year (my first time ever!). If you're planning on being there as well, please feel free to stop by and say hello. You'll generally be able to find me in Paizo's "Pathfinder Society" room running games. I'll have a tag with my messageboard account name on it.
Just to let you know, I'll be at GenCon this year (my first time ever!). If you're planning on being there as well, please feel free to stop by and say hello. You'll generally be able to find me in Paizo's "Pathfinder Society" room running games. I'll have a tag with my messageboard account name on it.
BrOp (Alex)
I'll look you up - it will be my first Indy Gen Con; pretty excited about it.
Just as an FYI, the day to day running of the Green Goblin (and any skill or ability checks you use to help) will be done strictly OOC. Here's how it works:
The Gold Goblin's profitability is ranked on a scale of -4 to 4, with -4 indicating failure of the business, 0 indicating breaking even, and 4 indicating success. Currently the Goblin's Profit Rank is -1 (because of the incident that just happened and because it has competition from other gambling halls in Riddleport). In order to raise it, you must accomplish weekly tasks to shore up the business. In addition, certain events that occur during this adventure can give the Gold Goblin's Profit Rank a bonus or penalty as well. Every Sunday, Saul makes a Profession check (inkeeper, gambler, or tavern keeper), applying the Gold Goblin's current profitability as a modifier to the roll. He currently has a +6 modifier for Profession (gambler). He also applies any modifiers earned by your actions during that week to the roll as well. It's a DC 20 check to increase the Gold Goblin's Profit Rating by 1, but if the check fails by 5 or more, the Gold Goblin's Profit Rating Drops by 1.
Your weekly bonus (in addition to your 10 gp/week salary) is based directly on the Profit Rank and breaks down as follows. Note that you can never make less than 0.
The following checks can influence the weekly Profession skill check. You only make each check once a week, and each successful check gives Saul a +1 on his Profession check. Failing these checks by 5 or more gives him a cumulative -1 on the check, however. You can take 10, but you cannot take 20 on these checks, as they represent a week's work. As a general rule, assume that you have four hours every day (7 days a week) that you need to spend at the Goblin and still have enough time for the "adventure" part of this adventure.
Skill checks: Bluff (DC 15): Spend 2 hours a day cajoling citiziens and tricking them into visiting the Gold Goblin.
Craft (DC 15): Spend 2 hours a day and 10gp to create eye-catching advertisements.
Diplomacy (DC 15): Spend 2 hours a day managing the help and greeting customers at the Gold Goblin.
Diplomacy (DC 20): Spend 4 hours a day convincing citizens to stop by the Gold Goblin.
Intimidate (DC 15): Spend 2 hours a day working as a bouncer at the Gold Goblin.
Intimidate (DC 20): Spend 2 hours a day threatening customers of competing game halls that if they don't check out the Gold Goblin, something bad will happen.
Perform (DC 15): Spend 2 hours a day performing for customers at the Gold Goblin.
Profession (gambler) (DC 15): Spend 2 hours a day working as a croupier or dealer.
Spot (DC 15): Spend 2 hours a day looking for cheaters at the Gold Goblin.
You will also gain XP for increasing the profitability rank to certain levels.
Finally, you can give Saul a bonus to his profitability check by donating gold to the cause. Every 50gp donated grants Saul a +1 bonus for the week's check, up to a maximum of +5 for 250gp.
Yes, I know it's confusing. Please feel free to ask questions.
Do you want us to post our ooc stuff here or in the other thread? Ebe will start out by taking 10 on the spot check to catch cheaters - giving him a 17. I'm not even going to attempt any of the others for fear of hurting more than helping - the rest of his scores are abysmal.
On another note, it is frickin' hard to maintain a written accent that doesn't end up sounding exactly like the dwarf.
Do you want us to post our ooc stuff here or in the other thread? Ebe will start out by taking 10 on the spot check to catch cheaters - giving him a 17. I'm not even going to attempt any of the others for fear of hurting more than helping - the rest of his scores are abysmal.
I'll do a weekly IC post, to put the results of the rolls in campaign terms, but otherwise everything should stay here.
Count Buggula wrote:
On another note, it is frickin' hard to maintain a written accent that doesn't end up sounding exactly like the dwarf.