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DM Immortal's Blood Red Roses: A Skull & Shackles Campaign

Game Master imimrtl

Current Map.


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Hes using the alternate human ability that gives up the bonus feat.and the.skilled ability for an additional floating +2. Hes good.but thanks for the concern. :-)


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)

Once and a while I get the rules right, though not always ;)


Swim lessons with the kiddos. Will have an update in a.couple of hours.


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)
DM Immortal wrote:
Swim lessons with the kiddos. Will have an update in a.couple of hours.

Unless your kids roll a Natural 20 for their "Swim Check" - then you could be home in minutes!

:)

Well - until then - I eagerly await your next post.


Human Druid (Shark shaman) 2, Barbarian (Beast Totem) 1/AC: 13/HP: 30/F +7, R +0, W +6/Init. +0/Per. +7

Now that's an interesting alternative. Far moreso than the rather bland ones I have access to.


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)
Sko wrote:
Now that's an interesting alternative. Far moreso than the rather bland ones I have access to.

Indeed! It's formally called "Dual Talent" - basically you get a +2, +2, and no -2 like standard races. However, you sacrifice your extra feat on first, and extra skill point per level.

If you'd like - here is a full listing of human abilities which I looked over.

Human Racial Abilities

As it is rather early in the game, and you may not have known about this list - perhaps it is not too late to change it?

Even so - the extra +2 was nice, but I'm missing the extra Feat and skill point. But, what can be done?

Anyhow - good hunting!


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)

To DM Immortal

Beggin' yer pardon soor, I be wondering on the bloody arsed date and reckoning, if ye be so kind, eh?

By that I mean - can we get the current Year, Month and Day - in Golarion Reckoning? I am assuming it is the year 4710 - though I could be wrong. As for the month and day, is it possible you can let us know?

Thank you!


Current date is 29 Erastus 4712


Sko wrote:
Now that's an interesting alternative. Far moreso than the rather bland ones I have access to.

If you would like to make a change, now would be the time. I'll allow it for anyone that wants to make a change so long as it is not a radical change in class or race.


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)

Thanks for the date - looking forward to ret-conning with Mister Plugg.


In case you hadn't noticed yet, Mister Plugg is...for lack of a better term..a douche bag. I'm pretty sure thats in his description somewhere lol.


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)

The thought had occurred to me, even without the description. Even so - I am not prepared, able, or interested in killing him at this time. If I fight him - I fear it would come to killing; either him or me - so for now, I will endure his abuse until such action is demanded.

But - for how long... ?

:)


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)

Also - I edited the last post and added in a "Heal Check" to aid Dhavaan. Sorry I didn't mention it sooner.


Human Druid (Shark shaman) 2, Barbarian (Beast Totem) 1/AC: 13/HP: 30/F +7, R +0, W +6/Init. +0/Per. +7

Thanks for the offer but I'll keep Sko as he is (though it does remind me that I probably need to pick up a few more HL data packages for Pathfinder). Two of my traits gave me extra class skills and it'll probably take another level or two just to get all the skills I think I should have now.


Borrowed directly from Jonasty as it gives a great description of Ship Actions and duties.

The AP breaks down each day into a number of "actions/events" to help keep things moving and not drag things down into minutiae. These are represented by your jobs during the course of a day, as well as a number of actions you can take in addition to this. Outside of these actions, there isn't much wiggle room. I know it might feel a bit restrictive but I think it will work as designed, where we're not spending dozens of posts to get through a few hours of game time. It works as such:

Each day the majority of your time will be spent working at an assigned task. These jobs will generally involve 1 or more skill checks that need to be rolled by each person responsible for them. Failure in your task will result in punishment, determined by how badly you failed the task.

Additionally you generally will take 2 actions during a day, 1 during the day time sometime while you're working and 1(or more) at night after the work is over, that range from simply doing the task assigned, to exploring your new surroundings or interacting with the crew, trying to find your gear, etc. The available actions have been posted in the campaign section.

(Sometimes your tasks might have you working together but don't expect that you will be working as a group during these times.)

There will be a lot of variety in what happens between all of you, given the number of choices you could possibly make and this will take some cooperation on everyone's part. Some of you might finish quicker than others and we'll just need to be patient while we get used to this game style. This might entail a lot of spoilers in our posts, which is fine.

Thanks Jonasty for the sum up and I hope you don't mind me borrowing all your awesome stuff lol. I'm a big believer if it ain't broke don't fix it and also not reinventing the wheel lol.


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)

As you are commanding the crew - when/how can we get a sense of who each person is? That is to say - I'm sure that somewhere along the line someone would have mentioned the names of the people we meet - at least to each other, if not to us.

If that occurs - cool - but as you NPC the crew - what is the best way to go about speaking to them, as we each have certain frequency/times/availability to post "per in game day"?

I assume during "Night duties" that we have the chance to engage in social RP with each other on a more liberal scale? But if not - please let me know so I don't overstep my bounds and try to talk too much with the others. I don't want to compromise things by doing actions out of turn or anything like that. So, the more we know on that - the better it is, at least for me. But for now it seems like the bulk of the social RP I can do is with other PC's that are part of the crew. Yet if we are kept apart, that compromises my ability to RP with them - even so; I understand that, if it is part of the game - but if it isn't, I'd like to go ahead and talk to my companions.

I'm just not sure when that would be appropriate in-game, except for during the late shift. So - let me know - and I'll do what you need me to.

Thanks!


When you make your checks for your duties, roleplay them out based upon the roll. Also you get a daily ship action with which to do things, if you want to meet and influence people use that ship action for your action for the day. Basically, take the mechanics and rp the results. You can take a little bit of license with the how and such as long as it makes sense with the roll. The only thing I do ask is try not to make assumptions on a ship wide scale and keep things contained to what you are doing.

During night duties and such, yes you will have a bit more time for social rp between each other and the crew but actual diplomacy checks and such to change attitudes are only done through ship actions but I will give modifiers and bonuses based on good rp.


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Rum Rations:

Any time a rum ration is drunk you will need to make a DC 5 fortitude save to avoid a minor addiction. It's effects are as a drug +1d4 alchemical bonus to charisma and fatigued for 1d8 hours. Damage is 1d3 constitution. See drug rules on the d20pfsrd for further clarification.


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)

Which roll do you mean? Apologies - are you referring to the roll for our duty itself; the roll for a "Diplomacy Check" to gather information - a natural statistic roll, or something else? Sorry - just a bit confused, having not played the campaign before, and I'm still trying to learn the in's and out's as it were.

If I don't miss my guess - then my "Check" for swabbing could therefore mean I impressed the guy, and got information on him. But even so - where would I find that information, if you don't disseminate it?

Sorry to be a burden, just trying to get a sense on what's going on. It's a lot to understand and learn is all - hence the questions.


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)
DM Immortal wrote:

Rum Rations:

Any time a rum ration is drunk you will need to make a DC 5 fortitude save to avoid a minor addiction. It's effects are as a drug +1d4 alchemical bonus to charisma and fatigued for 1d8 hours. Damage is 1d3 constitution. See drug rules on the d20pfsrd for further clarification.

What if you don't drink rum - for example - grog?


No your check for swabbing is whether you get punished or not at the end of the day. The Ship Action may or may not require a check. You get one day ship action and one night ship action. Look at the campaign info tab for the options for Ship Actions. One of the ship actions is an Influence action to try and improve relations with one of the crew. Until you start to interact with more of the crew just tell me you want to use the influence action and I will provide you with someone to try and influence for that day. If once you met them, you have a particular crew member you want to go back to you can.


Horatio Flynn wrote:
DM Immortal wrote:

Rum Rations:

Any time a rum ration is drunk you will need to make a DC 5 fortitude save to avoid a minor addiction. It's effects are as a drug +1d4 alchemical bonus to charisma and fatigued for 1d8 hours. Damage is 1d3 constitution. See drug rules on the d20pfsrd for further clarification.

What if you don't drink rum - for example - grog?

You'll see....*evil grin*...as of right now you don't know what would happen if you refuse your rum ration but that won't come up until tonight at which point someone will tell you or you will find out the hard way lol.


Human Fey Tattooed Sorcerer 1 (HP: 7, AC:13 /F:1,R:3,W:4/ Init. +3 / Perc. +6/+8)(Jack's Perc: +13/+15)

I'll check online again at some point, but i dunno when i'll be back online, so feel free to NPC me whenever we want to move things along.

Dhaavan will try to make better friends out of those that are potential allys whenever he can, however he can (using diplomacy) and try to ease the viciousness of his superiors.


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)

Are there rolls for "Critical Fumbles" for skill checks or any other checks? Or does having enough ranks/bonuses automatically equal a success and therefore negate the need to roll?

If there is the chance to fail - even with a high enough bonus - what is the formal rule for that?


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)

One other thing - because I failed the Con check - I will be unable to take an action "at night" - mainly because I am "Too tired".

Yet it is at night time when a lot of social RP goes on with the rest of the players. Is there a way that I can still participate in Social RP with the other players, even though my character is formally "Too Tired" to take an "in game" action?


No critical fumbles or successes on skill or job checks.


M kitsune rogue (pirate)/4; bard(sea singer)/2 AC18 (T 16, FF 12); HP 43/53; saves F +2, R +12, W +4; bab: 4; melee 4(+9), ranged +9; CMB 4, CMD 20; speed 30; init +5(+7); perc +9(11)(+13)

gah! paizo.com was down for hours! so glad we're back!


F Elf Ranger (Freebooter) 4, Inquisitor 2/AC 18/ HP 48/48, F+8 R+6 W+6 (+2 vs Enchantments)/ Init +4(+6), Perc. +11(+13)

It was down pretty much all day for me. Glad to see it back up and running now. :)


Male Gillman Oracle (Waves) 4; AC 14 (T 11, FF13) / HP: 34/34 / F +4, R +3, W +5 / Init: +1 / Percep: +0
Horatio Flynn wrote:

One other thing - because I failed the Con check - I will be unable to take an action "at night" - mainly because I am "Too tired".

Yet it is at night time when a lot of social RP goes on with the rest of the players. Is there a way that I can still participate in Social RP with the other players, even though my character is formally "Too Tired" to take an "in game" action?

Immortal can hop in to correct me if I'm wrong but as far as I'm aware failing the Con check simply makes you Fatigued per the normal rules for that. That doesn't mean you can't do anything during the evening, you would just have the normal Fatigue penalties to account for, which isn't too bad at least when it comes to the social interactions rolls. If you're sneaking around the ship or something, then the Fatigued might gimp you some but regardless you should have your night time actions no problem.


Valeros Jaloksin wrote:
Horatio Flynn wrote:

One other thing - because I failed the Con check - I will be unable to take an action "at night" - mainly because I am "Too tired".

Yet it is at night time when a lot of social RP goes on with the rest of the players. Is there a way that I can still participate in Social RP with the other players, even though my character is formally "Too Tired" to take an "in game" action?

Immortal can hop in to correct me if I'm wrong but as far as I'm aware failing the Con check simply makes you Fatigued per the normal rules for that. That doesn't mean you can't do anything during the evening, you would just have the normal Fatigue penalties to account for, which isn't too bad at least when it comes to the social interactions rolls. If you're sneaking around the ship or something, then the Fatigued might gimp you some but regardless you should have your night time actions no problem.

You are correct Valeros.


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)

Wouldn't the fatigue set in the next day, or would it set in that evening? In other words - as I failed the Con check - wouldn't I not become fatigued until the following morning? Or - if I attempted an action that night, would the fatigue not set in for that action - not tomorrow?

Sorry - just checking if it kicks in that night, or the next day formally.


Male Gillman Oracle (Waves) 4; AC 14 (T 11, FF13) / HP: 34/34 / F +4, R +3, W +5 / Init: +1 / Percep: +0

At the end of your Day Time shift the Fatigue would set in. So for your night time action, you'd be Fatigued and take the penalties. The thing is, even taking a night time action it's still assumed you get 8 hours sleep, which fixes the Fatigue for the following day.

So if you're constantly becoming Fatigued due to your Day time work, then you'll have the penalties for the night action but then it's essentially a clean slate the following day.


You are fatigued starting at the end of your shift and until you spend a night action to rest and recover. Otherwise there wouldn't be a point to having a night action to remove fatigue.


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)
DM Immortal wrote:
You are fatigued starting at the end of your shift and until you spend a night action to rest and recover. Otherwise there wouldn't be a point to having a night action to remove fatigue.

Ah! I see - I assumed without rest you would be fatigued all day the next day. As in, you wouldn't feel real fatigued during dinner, you wouldn't feel fatigue after your shift is done - you wouldn't feel fatigue for that night's action - but, in the morning, after waking up without the 8 hours rest (because you took the night's action, instead of the 8 hours rest) you'd be completely exhausted for the entire next day - that is, for both actions, including the Con check to become "Un-fatigued".

Well, I am corrected and shall proceed as stated. Meanwhile, eagerly awaiting the new update!


Sorry for the lack of posting. Soccer happened and then the wife asked me to go to the store because we were down to pickles and ketchup in the fridge.

Will have an update in a little bit but definitely tonight.


You know what drives me nuts...you start a project like this because you have time...but then the second you start you get bombarded by a million and one things that have to be done RIGHT NOW! lol oh well. Sorry for the short posts today. Things should be back on track tomorrow, not that I am not going to continue posting tonight but during the day it should be a little better. I hope you are all enjoying the game so far as I certainly am!

Taldor

Male Elf Magus 1 (AC: 16,13,13; HP: 13; Saves 4,3,3; Init +3, perc +3)

Enjoying the gme very much in fact. Few questions though for you...

Immortal:

Since I have my Spellbook back I can prepare spells again. Would it be possible to wake myself up in the middle of the night to prep spells and go back to bed again after. Trying to keep others (crew) from knowing I can cast spells.

Second,, if possible, Variel will always have a Featherfall prepared. If he sees someone that he is friendly toward slip and fall he would try and cast the spell on that person. If it is ok, I would leave this up to you as Variel will not always be topside I am sure for work. This way if you want a percent chance to spot the slip you can roll it. If you want a flat percent chance for any duty then either of us can roll it depends on who posts first to keep the game moving.

Last is there a place I can store my gear in the morning once I retrieve it? I don't want to show up all decked out on the second day. That might look suspicious.mi am thinking of just keeping my spell pouch, dagger and pendant on me. The rest I would store and bring out piecemeal.

Thanks for the game again.


1. No you can't sleep for a few hours prepare spells and go back to sleep. What you can do though is give me a stealth roll in the morning to see if you can find a secluded spot in which to prepare.

2. If it happens I'll roll percentile to see if you are around and close enough.

3. You are all issued hammocks and footlockers with locks on them in the lower deck. A10 on the map.

Glad you are having fun! :-)

Taldor

Male Elf Magus 1 (AC: 16,13,13; HP: 13; Saves 4,3,3; Init +3, perc +3)

Stealth...uh oh no ranks and not a class skill. Looks like they will be finding out pretty soon that I can cast spells. Thanks for the quick responses.


Human Fey Tattooed Sorcerer 1 (HP: 7, AC:13 /F:1,R:3,W:4/ Init. +3 / Perc. +6/+8)(Jack's Perc: +13/+15)

Hey, i've compiled some data on he NPC's attitudes, and who changed them.

GM: Do the attitudes one of us gets affect the NPCs attitude to the party, or jsut the individual? How's that work?

Attitudes!:

Cut-throat Gock w/Dhaavan: Helpful
Sandara Quinn w/Dhaavan: Helpful
Ratline w/Rain: Helpful
"tough woman" w/Valeros: Helpful Who is she?
Cusswell w/Variel: Friendly
Fishguts w/Sko: Friendly
Cog w/Horatio: Indifferent
Conchobhar w/Seijiro: Indifferent
Skimshaw w/Rain: no response?

Officer's & allys (our enemies)
Captain Barnabas Harrigan
Mr. Plugg
Master Scourge

Juandiced Jape
Fipps Chumlett

owlbear hartshorn may be win-over-able...


Dhaavan wrote:

Hey, i've compiled some data on he NPC's attitudes, and who changed them.

GM: Do the attitudes one of us gets affect the NPCs attitude to the party, or jsut the individual? How's that work?
** spoiler omitted **

I haven't quite decided on that yet. It seems like it should be only to that one player with some spillover to the other players but thats a lot to keep track of. I think I am going to just have it be to the whole party but not for a few days until you all are viewed as a cohesive unit.


Male Gillman Oracle (Waves) 4; AC 14 (T 11, FF13) / HP: 34/34 / F +4, R +3, W +5 / Init: +1 / Percep: +0

Just as an FYI for everyone, I don't have any intention of playing Valeros as a loner or anything. So far it just appears that many of you have a much different posting schedule than myself and I've not found a way to organically insert myself into any situations with anyone, at least not yet. Granted now that we're on Init, perhaps that will change. :-)


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)

So hey - it seems I'm totally lost on how "group Ini" works in this game.

I thought that it would mean - basically - that the entire group would get a total Ini via average and that average verses the other. Here is seems there are 4 groups.

While I like that I am at the top of the wrung in this instance - as much as it sucks, I thought our whole group would go last - meanwhile, we have the fight broken up by groups. Which means that (hypothetically) if I was in group 4 - then I would have to post after everyone else - which means I can't really do much posting until after late night tonight, because I would be waiting for everyone else.

If our total "Group" went first - I would have taken action - if our total group went last - I'd know what I could do because all the enemy acted.

Anyway - I'm not trying to argue either way (since I don't really want to go last - and our group's Ini kind of sucked) but I just want to better understand the "Group Thing".

Also - while I'm on it - how active a part do we play in combat? That is to say - do you want us to roll dice for actions - or do you control that for us and we just see the results after telling you what we want to do like Ini? Do we do one day a round combat - more - less - what's the deal?

Better question - can you give a quick "Run-down" on what or how combat is flow in your game? Again, not trying to argue - just trying to learn.

Thank you!


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)
Valeros Jaloksin wrote:
Just as an FYI for everyone, I don't have any intention of playing Valeros as a loner or anything. So far it just appears that many of you have a much different posting schedule than myself and I've not found a way to organically insert myself into any situations with anyone, at least not yet. Granted now that we're on Init, perhaps that will change. :-)

Don't know if it helps - but personally I feel that there is always a chance for "Ret-con RP".

In real life we spent a few days in the hold waiting for the sentry to come down and I tried to see if you were alright; later that day during dinner I tried to see what the other crew was up to and talk to them; I had my character wait on deck after eating just to make small talk/social RP with the other PC's.

If - at any time - you want to come back and "ret-con RP" with me for all or any of those instances - just toss up your responses to any of those comments or questions.

If we weren't doing combat now, and you had tossed up some answers to the questions we had last night (about gods, background, etc.) I'd happily respond to your social RP answers right now.

Anyway, my point is - we do have different schedules, but any time you want to do ret-con Social RP - I'm totally all over that - just toss something up to me in a spoiler, and even if we are in a fight, I shall respond to you.

If it helps - my guy's experience with reading about the Imperial Navy of Cheliax - and their slick ways - is beginning to make me think that your character is (of the "pressed gang") secretly a spy for the pirates to watch what we do and report to them after we presume you are not a threat. That's the only reason I can think of, off hand, why you refuse to interact with us - because you don't want to let something slip - you're just "watching us".

But, I am totally willing to be proven wrong, and look forward to the chance of any ret-con RP you want to do while we wait for the others to toss something up :)

Okay - need to head out - be back in a few hours.


Horatio Flynn wrote:

So hey - it seems I'm totally lost on how "group Ini" works in this game.

I thought that it would mean - basically - that the entire group would get a total Ini via average and that average verses the other. Here is seems there are 4 groups.

While I like that I am at the top of the wrung in this instance - as much as it sucks, I thought our whole group would go last - meanwhile, we have the fight broken up by groups. Which means that (hypothetically) if I was in group 4 - then I would have to post after everyone else - which means I can't really do much posting until after late night tonight, because I would be waiting for everyone else.

If our total "Group" went first - I would have taken action - if our total group went last - I'd know what I could do because all the enemy acted.

Anyway - I'm not trying to argue either way (since I don't really want to go last - and our group's Ini kind of sucked) but I just want to better understand the "Group Thing".

Also - while I'm on it - how active a part do we play in combat? That is to say - do you want us to roll dice for actions - or do you control that for us and we just see the results after telling you what we want to do like Ini? Do we do one day a round combat - more - less - what's the deal?

Better question - can you give a quick "Run-down" on what or how combat is flow in your game? Again, not trying to argue - just trying to learn.

Thank you!

No problem. I am actually doing a type of initiative that I think Dhaavan suggested and which Valeros has used called Clumping. Essentially it helps with speeding up play in the sense that you don't have to wait for every single person to go before you can go. For instance, if you were in the third group you would have to wait for groups 1 and 2 but would not have to wait for any of the people in your particular group to go. Seijiro for example would be going last but with clumping he can go before the other three people in his group if he posts first. Likewise when your group comes up, you can go first, second, or third depending upon when you get your post in. It's a combination of group initiative and individual initiative that solves some of the problems of group and some of the problems with individual.

As for combat, definitely you will be rolling your own stuff. There may be instances I will roll for you for expedience (saving throws for area effects like fireballs and the like, etc.) but for the most part you will be rolling. If it is something you are actively doing, you will probably roll, if it is passive I will probably roll but I will tell you when to roll something passive.


One other thing about combat. I hate it when it devolves into just a series of rolls. As such I am requiring description along with crunch when you do a combat post. Fluff first then crunch follows in ooc.

For example:

As the orc smashes its way through my companions, the anger and rage that has been building inside me boils over. Swelling with fury, I leap over my fallen companions and descend like a falling boulder tumbling down my mountain home.

Activate Rage, charge to square E4 to attack enemy at E5 with my greatsword with power attack.

Greatsword Attack on enemy in E5

1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8

Damage

2d6 + 7 ⇒ (5, 3) + 7 = 15

I love that I just fumbled my description lol

----------------------------------------------------------

Spellcasters: Same thing. I want visual descriptions of what you are doing with your spells. I want to see, hear, and feel the effects. Describe the material, verbal, and somatic components. Basically I'd just like to be able to see it.

For the crunch let me know who is affected, what saves they need to make if any, if area effect let me know what square it is located at.

----------------------------------------------------------

Let me know if you all have any questions.


Human Fey Tattooed Sorcerer 1 (HP: 7, AC:13 /F:1,R:3,W:4/ Init. +3 / Perc. +6/+8)(Jack's Perc: +13/+15)
Valeros Jaloksin wrote:
Just as an FYI for everyone, I don't have any intention of playing Valeros as a loner or anything. So far it just appears that many of you have a much different posting schedule than myself and I've not found a way to organically insert myself into any situations with anyone, at least not yet. Granted now that we're on Init, perhaps that will change. :-)

BTW, when I'm back in the states, i'll be on doring the day, somewhat sporadically, but still. Dhaavan's been pretty busy with the ladies of the ship, but after the combat, he'll be down to chit-chat, and conspire...

Updated attitudes:
Fishguts w/Sko: Friendly
Cut-throat Gock w/Dhaavan: Helpful
Sandara Quinn w/Dhaavan: Helpful
"tough woman" w/Valeros: Helpful Who is she?[
Cog w/Horatio: Indifferent
Conchobhar w/Seijiro: Indifferent
Cusswell w/Variel: Friendly
Ratline w/Rain: Helpful
Skimshaw w/Rain: no response?

Officer's & allys (our enemies)
Captain Barnabas Harrigan
Mr. Plugg
Master Scourge

Juandiced Jape
Fipps Chumlett
Narwahal Tate
Slippery Syl
Maheem

owlbear hartshorn may be win-over-able...

I figured i'd add the three beyond Jape and Fipps to the likely enemy list. We may be able to win 'em over, but why would we want to?


Human Druid (Shark shaman) 2, Barbarian (Beast Totem) 1/AC: 13/HP: 30/F +7, R +0, W +6/Init. +0/Per. +7

Well, Sko has learned who the big snitches are and was just looking for the right time to pass along the information. And, as if by providence, the perfect time presents itself (post combat will make it easy) once we get done pounding down the less foresightful members of the crew.


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)

Quick Rules Question

So if you become "unconscious" due to non-lethal damage, are you bleeding out at that time, or do you automatically stabilize at whatever negative the punch hit you at?

Thank you!


Male Gillman Oracle (Waves) 4; AC 14 (T 11, FF13) / HP: 34/34 / F +4, R +3, W +5 / Init: +1 / Percep: +0

Once your nonlethal equals your current total hit points (note this is not max but current) you fall unconscious. When your nonlethal goes over your max hit points, any further nonlethal you take is then converted to lethal. But until you actually drop your "real" damage into the negatives, you're not bleeding out or anything. You're simply unconscious.

Example: So say you're at 8/10 and you have 7 nonlethal. Then you take 4 more nonlethal. You now have 10 nonlethal, your max hit point total, and the extra 1 nonlethal converts to regular so now you're at 7/10 regular hit points. You're not bleeding out as your "regular" hit points are still in the positive, you're simply knocked out. Now on the next round, let's say you take 9 points of nonlethal. These all convert to lethal which would drop you to -2/10 and you'd be bleeding out/dying.

Additionally, when you receive healing (like from CLW) you heal an equal number of nonlethal as you do lethal. So in the above example, let's say your at -2/10 with the 10 nonlethal. I cast CLW on you for 7. You're now at 5/10 with 3 nonlethal. Since your nonlethal is now lower than your current hit points, you're back awake and in the fight.

Hope this helps cause I have a feeling we'll be seeing a lot of these rules in the future.

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