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DM Apocalypso's Skull & Shackles

Game Master Apocalypso

Aye, the compass doesn't point North, but we're not trying to find North, are we?


151 to 200 of 346 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Male: HP: 10/10 | DR5/cold | AC 15 | T 15 | FF 10 | CMD 16 | F +2 | R +7 | W +2 | Init +5| Per +6 (+8 traps) Undine Ninja 1

oh fair and honest DM, can I clarify a few things?

1. When I asked to listen at door A4a, I am not sure if there was a miscommunication or you were directing (helping) me to check A5a. In any case, the poor girl that I saw, and spied her room, was in A5a??

2. Where are my sleeping quarters and who do I share with. If this info is on one of the maps or elsewhere in the dialogue, I can't find it...

3. How did you get so beautiful and smart?


Atlatl Kriat wrote:

oh fair and honest DM, can I clarify a few things?

1. When I asked to listen at door A4a, I am not sure if there was a miscommunication or you were directing (helping) me to check A5a. In any case, the poor girl that I saw, and spied her room, was in A5a??

2. Where are my sleeping quarters and who do I share with. If this info is on one of the maps or elsewhere in the dialogue, I can't find it...

3. How did you get so beautiful and smart?

1. A4a is locked with a significant padlock. A5a is unlocked. It is the girl's quarters. I said "if" presuming you would push forward, and didn't wait for your response. More poetic license than an actual choice.

2. Everyone is sleeping in hammocks in the lower hold. The deck one level up from the bilges. You share the room with ALL the crew. You noobs are in the back and the cool kids are in the front. This helps them get to the main deck faster-- before the clock stops clanging.

3. It must be good karma, but its good of you to notice. ;)


(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2

I assume we're using the medium advancement track in terms of XP and leveling up? If so, we're 50% of our way to 2nd level!


I got a question about how Knowledge, Profession, Performance & Craft skills work. There is a complete listing and description of Knowledge & Performance Skills on d20pfsrd.com

Some profession and craft skills are listed but the possibilities are endless. Check d20pfsrd to see which Knowledge/Prof/Craft/Performance skills are class skills for your class. These are probably the ones you'll want to list on your character sheet.

These are all *trained* skills. For example you would have to have points in Profession: Sailor (ie trained as a sailor) before you could roll a d20 and add the sailor bonus to your check. If you are not trained in it, you cannot do it.

Most skills are *untrained* like stealth. Anyone can try to sneak around, whether they are trained or not. Anyone trying would add their dex bonus. If it is a *Class Skill* like for a Ninja or a Ranger for example, you get an additional +3 to the skill. So your bonus would be ranks taken + dex bonus + class skill 3. But the clumsiest character in the world could still try, and might have a lucky roll.

For the purposes of our Job Checks I usually give you two choices (ie Prof Sailor or Strength.) Use the one with a higher bonus. If you have not trained as a sailor it is automatically 0, so probably not your highest bonus.


Female HP: 20/20 | DR5/acid,cold,electricity | AC 14 | T 14 | FF 10 | CMD 16 | F +2 | R +5 | W +4 | Init +4| Per +4 | Survival +4 Aasimar Oracle

Are you going to be lenient with training? For example, when I hit second level, I'm assuming I could take skill points in Cooking since I've been working w/Fishguts, but what about something else, like storytelling?


Anyone can "train" in anything. Roleplaying-wise: you are all training in your jobs now.

Game mechanics-wise: You can put a point or "rank" in the skills you want, any time you go up a level. Rogues get the most: 8 + Int bonus every level. Hence the nickname skillmonkeys. Sorcerers and arcane casters get the fewest. 2 + Int bonus, presumably because they spend all their study time on their spells.

You only get the +3 bonus if its a class skill tho.

Many parties will choose to "divvy up" specializing in Knowledge Skills. The oracle might bone up on Know Religion, the arcane caster on Know Arcana, etc, according to class bonuses. (Instead of everyone spreading their precious skill points too thin.)

Storytelling is a Performance Skill which you can also take ranks in.


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

also just a longer-term construction note - challenges tend to scale to the maximum (normal) skill level for a character level. For most 'functional' skills (disable device, stealth, bluff, etc.) the skills in small amounts aren't terribly useful. Pick a couple of skills and lean on 'em hard.

There is some utility in 'smatterings' - throwing 1 rank into a skill (particularly a class skill that'll draw the +3 additional bonus), just to reflect a baseline understanding and capability. This is particularly effective for knowledge skills and other skills requiring training.


Female HP: 20/20 | DR5/acid,cold,electricity | AC 14 | T 14 | FF 10 | CMD 16 | F +2 | R +5 | W +4 | Init +4| Per +4 | Survival +4 Aasimar Oracle

Nevermind - I just realized that Perform can be used untrained, so I probably won't bother putting points into it. There's something amusing about the fact that Gilraen's highest skill bonuses are ones she's not trained in.


ooohhh.. just had a first campaign become... "Previous Campaign". But in a good way, we just wrapped a Pathfinder Society First Steps scenario, and a rather mismatched crew is reorganizing in different directions. But it actually wrapped in a concensus maneuver (rather than 'fizzling') and the GM actively closed down the campaign.


Yeh, since February I have been involved in 11 PbPs. Only 3 are still alive today. Glad you at least got "closure" ;)


I'm batting pretty well so far - picked up 6 since August (including this one) and only one has really fizzled, though the second PFS game I picked up was veerrry slloooww to get started...


A fun personality quiz (many questions) that will tell you your D&D character race & class:

I'm a 7th level human druid apparently.

http://easydamus.com/character.html


(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2

Hmm, a halfling monk 3 / wizard 2. How did I get to be just 5th level?!


Female HP: 20/20 | DR5/acid,cold,electricity | AC 14 | T 14 | FF 10 | CMD 16 | F +2 | R +5 | W +4 | Init +4| Per +4 | Survival +4 Aasimar Oracle

Neutral Good Human Druid (7th Level)


Neutral Good Human Wizard/Sorcerer (3rd/3rd Level)


Male HP: 15/15 | DR? | AC 14 | T ? | FF ? | CMD 19 | F ? | R ?| W ? | Init +4| Per ? (?) Human Barbarian/1

True Neutral Human Rogue (5th Level)

look at us geeks with time to burn! :)


@Gilraen: 7th level Neutral Good Human Druids totally rule!

Played a campaign once where we were all tranformed to our nearest fantasy equivalents and transported to a fantasy setting. Cool concept... although we lacked barbarians and pure fighters. Somehow everyone ended up as a big brained - feeble bodied class. Hmm.

Actually it would be a cool concept to bring to life again at some point.


but hirsute half-giants don't make good spellcasters in most fantasy settings :)


Female HP: 20/20 | DR5/acid,cold,electricity | AC 14 | T 14 | FF 10 | CMD 16 | F +2 | R +5 | W +4 | Init +4| Per +4 | Survival +4 Aasimar Oracle
Apocalypso wrote:

@Gilraen: 7th level Neutral Good Human Druids totally rule!

Although, actually, I'm really more of a dwarf :)


Male: HP: 10/10 | DR5/cold | AC 15 | T 15 | FF 10 | CMD 16 | F +2 | R +7 | W +2 | Init +5| Per +6 (+8 traps) Undine Ninja 1

Just a note: I am on vacation in NY till 10.27.12. I am sorry I forgot to mention before I left. The next few days are extremely busy and I am not likely to be able to check often or at all.

PLEASE push the action forward if I don't respond quickly. I typically want to attack the weakest/closest foe. Or should I say the foe with least HP remaining.

I am using my mace, but not exactly sure how much that adds to my damage. I think my empty hand in at least identical to wielding that mace. Not sure.

Push on!


(Er... fine with mace wielding for you. Um... you're in NY and didn't tell me!!!! Hurrumph!)

And I think there was a second mace. You are keeping that to yourself? Just checking.


Male HP: 15/15 | DR? | AC 14 | T ? | FF ? | CMD 19 | F ? | R ?| W ? | Init +4| Per ? (?) Human Barbarian/1

Far be it for me to futz with a natural 20 from a rat, but you have Noonan far away from where he I think you'll agree he actually is.

Round 1: Rat 4 came up to Conchy and attacked and Conchy "squeezed back" away from rats. I read this as a move inward toward our group as opposed to towards the rats.

Noonan then had only to make a 5 or 10 foot move to flank rat 4. This had Noonan at lower left of the map.

That's where he would've begun round 2...as opposed to where he appears on Map 2--about 10-20 feet northeast of where I'm pretty sure he should be.

Maybe makes a difference, maybe not.


Male: HP: 10/10 | DR5/cold | AC 15 | T 15 | FF 10 | CMD 16 | F +2 | R +7 | W +2 | Init +5| Per +6 (+8 traps) Undine Ninja 1

Yes in NY, but my schedule while I am here is wall to wall. Between treating patients, and visiting family I have not a free moment. I would have loved to com up and visit you and another friend up that way, but not this trip...

The other weapon was a "Masterwork Handaxe". I will point it out this next round!


-Sigh- My laptops screen died just as I was trying to update the action results.

Trying to jerry rig some fixes until my new puter arrives 2-3 weeks from now.

Not sure if my loyal dinosaur desktop can handle maptools, paint, and the screenshot program, etc until then, so we'll do the best we can. Probably without maps. sigh.


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

for me at least, maps are a quite optional luxury. Lack of maps is much preferable to an overworked or stressed-out Meg. :)

Also - apologies for jumping the initiative-gun (again). I neglected group 3. Not that Sidhon's 3rd round actions are going to do anything much except make the rat a bit nervous. And maybe giggly.

Oh - and I wouldn't stress about drowning rules on behalf of the giant rat (I mean, unless you're inescapably curious). Assuming the Octopus can keep him pinned and helpless for another round or two, someone will come loose long enough to finish him off (assuming the summon's duration is > 1-2 rounds, which depends on Sandara's level).


Male HP: 15/15 | DR? | AC 14 | T ? | FF ? | CMD 19 | F ? | R ?| W ? | Init +4| Per ? (?) Human Barbarian/1

Should I assume that my post above didn't make a difference about the rat attacking me? I'll wait a little longer before I do...then I'll just carry on :)


Thought I answered that one (twice).

Too "wall of words"y?

Rat #4 is underneath Rat #2.

If you stand where you are now you knock out Rat 4, only *1* rat will bite you.

OR

If you insist on moving to the lower left *away* from Rat 4, you will *not* have knocked it out. 3 rats from round 1 will get attacks of opportunity on you, AND at least one rat from Round 2 will bite you *anyway* on your turn.

Your choice is?


Male HP: 15/15 | DR? | AC 14 | T ? | FF ? | CMD 19 | F ? | R ?| W ? | Init +4| Per ? (?) Human Barbarian/1

whoops--sorry--I was looking here for the reply as opposed to the gameplay tab. OK--Let's just get goin'!


For those of you who would like to finish off an unconscious opponent (all but the spider at this point) here are the rules for a Coup de Grace:

Coup de Grace
As a full-round action, you can use a melee weapon to deliver a coup de grace (pronounced "coo day grahs") to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target.

You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.

Delivering a coup de grace provokes attacks of opportunity from threatening opponents.

You can't deliver a coup de grace against a creature that is immune to critical hits. You can deliver a coup de grace against a creature with total concealment, but doing this requires two consecutive full-round actions (one to "find" the creature once you've determined what square it's in, and one to deliver the coup de grace).

~~~

My follow up notes:
The rules don't include non-lethal damage. So I will say you *do* automatically hit. And you do double damage, however its still non-lethal.

(Now I will slink off and review how much non-lethal damage it takes to cause death again.)

Alternatively you could spend a move action grabbing a piece of flotsam, such as a board from a crate, and attacking normally. Normally you have a -4 to hit with improvised weapons, but not when the opponent is unconscious.


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

'Advanced Spider of Damage Sloughing' - patent pending. available in a variety of colors, as long as they're red.


Female HP: 20/20 | DR5/acid,cold,electricity | AC 14 | T 14 | FF 10 | CMD 16 | F +2 | R +5 | W +4 | Init +4| Per +4 | Survival +4 Aasimar Oracle

I posted a picture under the "items" tag on the Obsidian Portal site. Couldn't figure out how to put it from anywhere else.


Female HP: 20/20 | DR5/acid,cold,electricity | AC 14 | T 14 | FF 10 | CMD 16 | F +2 | R +5 | W +4 | Init +4| Per +4 | Survival +4 Aasimar Oracle

Since these are rats, can't we do a coup de grace by picking it up and smashing its head into a wall? (I guess the wall could be considered the melee weapon in this case...)


That was the very thing I suggested to Noonan regarding the spider. It would be a CMB check to grapple. With an unconscious creature its an automatic hit. Against the spider it would be versus its CMD.

I'm giving the damage of smashing against a hard surface as "d6+ str bonus" of non-lethal damage.

For Gilraen it would be about the same as the punch/kick she already dealt. If you want to keep that... auto hit, auto crit, 2x damage... then roll another d3.

I've been waiting for Gilraen's decision to move the action forward.

~~~

Oh, and Sidhon, your damage against the spider will definitely hit in Round 4. The damage was posted as of the end of Round 3.


Female HP: 20/20 | DR5/acid,cold,electricity | AC 14 | T 14 | FF 10 | CMD 16 | F +2 | R +5 | W +4 | Init +4| Per +4 | Survival +4 Aasimar Oracle

I expect that many (all?) of us may be a little erratic in our ability to check posts for the next couple days due to "weather related issues".

The Mom in me has to say: be safe, not stupid - half of storm deaths occur from INLAND flooding, mostly people who decide to drive through moving water.


(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2

Agreed - stay safe everyone, gaming awaits on the other side of this storm!


Yes, may all of our ships prove seaworthy! Game with you soon.


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
GM Brute Squad wrote:

This one’s for Noa, but the rest of you might like it too.

Evoking Day

a tidbit to pass on...


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

Are we 'grogging' after everyone else again, or do we catch up with them for that? If I can prestidigitate my grog to someone else again, that's definitely my intention...


The dinner crowd is breaking up, but there are still people milling about, trying to decide about bed, gambling, entertainment, etc.

On a one out of 3, Arietta is available.
1d3 ⇒ 2

She's not. I'll let you make a DC10 perception check to find someone else whose drinking to share yours with.

If you find a target, then it will be their perception check vs. the DC of your prestidigitation to see if they notice. What's your DC?


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

Sidhon's prestidigitation DC is 13


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

so - after dinner, pawned-off grog, and a good night's sleep, healing and prayer in the morning, Sidhon rolls a 1 on his Fort save, and is feeling pretty poorly. What exactly is it that happens to him? and... what's the morning's work?


Female HP: 20/20 | DR5/acid,cold,electricity | AC 14 | T 14 | FF 10 | CMD 16 | F +2 | R +5 | W +4 | Init +4| Per +4 | Survival +4 Aasimar Oracle

I still count 450 more points needed for 2nd level.

Can we now add a small chest to our gear list and put stuff in it since we were given footlockers?

Is there a way I can use my diplomacy skill to help Sidhon in his attempt to be the official fixer-up dude?


Yes, everyone present with Cut Throat last night now has a footlocker with a lock to put near their hammock. And their original gear back.

Re: Diplomacy. There is a skill ability called "Aid Another." Anyone with the required skill - in this case Diplomacy- can make a Diplomacy check to help Sidhon. If you succeed on *your* roll, then you add +2 to *his.*

Small recommendation: since your diplomacy is presumably higher, have Sidhon explain what he's asking to you-- and *you* make the original check, and he rolls to aid you instead.


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

BTW, I already failed the first morning's disease recovery check. I'm gonna be a bit ill for at least another couple days :\

But at least we have an excuse to be anywhere and everywhere today - message runner may be lousy work, but it does have some perks. Including reading the mail...


Unrelated side note:

I'm a Kingmaker Play by Post. We've been running merrily along for many months (the GM isn't disappearing like many do on the boards). Our only problem is that our clerics tend to keep disappearing.

So does anyone want to play a cleric/oracle in a Kingmaker game?

Option 1: Morph into the shoes of our most recently departed cleric-- a male aasimar swashbuckling cleric of cayden cailin (the lucky drunk). Tweaks would absolutely be allowed or...

Option 2: Make your own.

We're about halfway thru book 1, and second level, getting close to 3rd.

The GM would prefer not to do an open recruitment, because he hates rejecting people. So if you're interested I'll give you the address to private message him directly. If you have an idea he likes-- you're in.


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

OK - here goes a survey of linkable craft(ship) information... (BTW, previous dump was in PM on 10/14/12)

----

Quote:

from Ultimate Combat

Repairing A Vehicle: The fastest and easiest way to repair a vehicle is with the mending and make whole spells, but more mundane methods can also be used. Craft (carpentry) can be used to repair most vehicles made of wood; because of their specialized construction, water vehicles require Craft (ships) to repair. Depending on the nature of the damage, such skills like Craft (cloth), Craft (alchemy), Knowledge (engineering), and even various professions can be used to repair vehicles, if the GM approves. In general, a day’s worth of work by a single person using the appropriate skill to repair a vehicle requires 10 gp of raw material and a DC 10 skill check, and repairs 10 points of damage on a success, or 5 hit points on a failure.

----

Quote:

from Skull & Shackles Players Guide

Repairing a Ship: The fastest and easiest way to repair a ship is with spells. Mending is not powerful enough to meaningfully affect an object as large as a ship, but make whole affects a ship as if it were a construct, repairing 1d6 points of damage per level. In addition, more mundane methods can also be used to repair ships. Because of their specialized construction, ships (as well as oars and sails) usually require the Craft (ships) skill to repair. Depending on the nature of the damage, skills such as Craft (carpentry) or Craft (sails), or even various Profession skills, can be used to repair ships with the GM's approval. In general, a day's worth of work by a single person using the appropriate skill to repair a ship requires 10 gp of raw materials and a DC 10 skill check, and repairs 10 points of damage on a success, or 5 hit points on a failure. Fabricate can also be used to create the raw material needed for repairs. New oars can be purchased for 2 gp each.

-------

Quote:

from Skull & Shackles Players Guide

Ship Modifications: Not all ships are created equally. Players looking for a ship that is faster, tougher, or more agile might consider adding modifications to their vessels. Each of the following ship improvements must be planned, built, or installed (as appropriate) by someone with the Craft (ships) skill or other skill or feat, as described in the Requirements line. In order to alter a ship with one of the following modifications, the shipwright must make a skill check, with the final DC dependent upon the overall complexity of the desired modification. A failed check means that this particular ship-builder is unable to install that feature, though 1/2 of the cost of the feature is nonetheless expended on wasted parts. Another shipwright must be consulted to complete the work, but the DC for his check is increased by 2 if any previous modifications were made by another shipwright (different builders have different techniques).


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

now see... if i hadn't hideously failed my perception check, I was going to use the prestidigitation that's still running from shoveling rum aruond to put a safety-strap on the wrist sheath, and keep it from deploying correctly.

but... not feeling well. too sleepy. wake me when we have to move down to the hammocks.


Y'all didn't go the direction I 'spected with the Owlbear fight. Always surprising me, yoos guys. Trying to decide between a couple ways of it going now. I'll move that forward today.

In the meantime...

@Gilraen~ 0 level spells (Guidance): You pray for them once and you can use them all day long.

@Atlatl~ There is a quartermaster on board who seems to have a cubbyhole of holding. In addition to all the confiscated goods of the players, she has numerous supplies just like any general store on land. Although I can't justify it fitting into the space they've alloted on the ship's map.

@Zorg~ Are you trying to cast a spell?

@Sidhon~ re Prestidigitation: I really love all your creativity, and I want to encourage that. But by definition Presti is a very limited spell.

Prestidigitation:

Casting Time 1 standard action
Components V, S
Range 10 ft.
Target, Effect, or Area see text
Duration 1 hour
Saving Throw see text; Spell Resistance no
DESCRIPTION
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

By definition Presti is weaker than Spark, weaker than Mage Hand, weaker than Break (a first level spell), weaker then Mend, weaker then Clean (takes longer), weaker than Haunted Fey Aspect, weaker than Disguise Self, weaker than... you get the idea.

It can color things, flavor things, change the way a playing card looks, move light objects less than 10 feet. It can't mechanically influence something that you can't see well, that's on a moving target.

I will grant you that you are somewhat hidden, away from the others at the moment.


male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3

@apocolypso - yep, prestidigitation is very limited, but very broad. It's the sonic screwdriver of the wizarding world. But presti explicitly can

Quote:
create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components.

...like a safety strap on a sheath.. :) crude and fragile, but not immediately allowing a rapid and stealthy 'drop' from a wrist sheath. The intended effect is similar to (but weaker than) peacebond.

Hey - if you're a sorcer-ey kinda caster, ya gotsa make use of the breadth and flexibility of the spells you do have access to. Sidhon will never 'learn' peacebond or knock (for example) because it's too narrow, and 'learned' spell slots are too few-and-far-between (to get an extra one is a feat...).

I take your point - and I will look closely to my attempted creativity in avoiding overlap with other spells, and ensure that any creative effects are markedly less powerful than other analogous spell effects. And with fullest deference (and appreciation) for the omnipotence, omniscience, and merciful wisdom of the GM. Seriously, if GM says it doesn't work, then it doesn't work. Sidhon's a first level caster, what does he know from what 'ought to' or 'ought not' work? But Sidhon's a creative, clever, and persistent little bugger - won't necessarily stop him from trying stuff. Just wait till he can learn shadow conjuration.


(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2

Nope, definitely not trying to cast at this time.

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