DM NomadSage's Curse of the Crimson Throne (Inactive)

Game Master nomadicc

Part IV: A History of Ashes


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M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Let me preface this by saying that I am fine with your ruling. That said, here is the relevant rule.

If you look in the core rule book, chapter 8, you will find Free Actions defined (p.188) under the general rule for Actions in Combat (p.181). When you look at that heading on p. 181 the first thing it says is "During your turn, there are a wide variety of actions that your character can perform. So Free Actions are defined under this section. Adding, at least for me, to that is the fact that Speaking is listed as an exception that is a free action that you can do "even when it isn't your turn".


It's cool... re-reading it that way, I can see how one could reach either interpretation. Another "implied" rule leaves a gray area.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

If all free action are possible as immediate actions then people would often be dropping prone when fired upon. And some will try to drop alchemicals onto enemies when its not their turn, etc .


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Don't see a problem with the first, it's still a move action to get up.

Not sure how folks drop alchemicals onto enemies? If you mean drop vs throw, I think that's a bit of an exploit ... no touch attack etc. Plus in order to drop something, you have to have it in your hand, which is (generally) a move or swift action so has to be done during your turn.

I don't have a problem with it, as long as it's usable both ways.

I like the idea of being able to end spells whenever, not just on my turn


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Careful. Stopping concentration on a spell is not the same as ending it in most cases. Dismissible spells require a standard action to end them.


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Yeah, that's what I was getting at with illusions. Concentration based.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

In response to Segang's query:

Cackle never said anything RAW about being a vocal effect. Now it is. You can still keep Cackle up without moving, so Misfortune (were it to have worked) could have kept going, in addition to the first Evil Eye. I think. GM's discretion. I mean, a non-moving, noise making witch is a fair target, so it seems fair to me that the witch could keep all the hexes going with the cacklin'.

Crackle, slightly nerfed


This is what instantly came to mind: http://www.youtube.com/watch?v=7edeOEuXdMU


Sorry for the delay... long day at work that gave me no opportunity to post!


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

It happens...


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

All:

I'll be headed to Dragon Con this Thursday afternoon and will not return until Monday late. I am not sure how much free time I'll have or what the internet situation will be like. I predict my posting will be sparse, but not nonexistent. Please bot me if I am too slow to support the group.


Copy! Have a great time!


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Meet up with Bria from my Nebten game, then!


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Hi all. I am back from the con. I played nine 5 hour slots of PFS and averaged maybe 5 hours of sleep a night for four nights. I'll be doing my best to catch up on everything and post tomorrow. Its good to be back home, and back with the game. :)

Yikes! 19 messages behind. Hope you have been botting me. :)


Segang wrote:
Hmm - maybe you should roll for me Nomad...

Lol! Now, you explained a +5+2 = +7, so where is the +9 coming from?

To tell the truth, when I rolled I came up with +7, but you had +9 from the previous round (charge bonus?), so I thought I might have missed something and used +8... they were hits either way.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Barbarian 3, Strength 5, MW weapon 1. 3+5+1=9 :P


M Idyllkin (Agathion-blooded Aasimar) Oracle 6 | HP 30/60 | AC 19 T 14 FF 17 | Ft +4 / Rf +4 / Wl +4 | Init +2 | Per. +8 (+2 in dim light) | Channel 3/5 | Energy body 1/6 | Spells 7/7 6/6 3/4

Segang, could you put your damage reduction in your status? I need to keep track of whether you're damaged below 5 HP or not. Also, both you and Absinthe have less damage than your current status says.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Done.


M Idyllkin (Agathion-blooded Aasimar) Oracle 6 | HP 30/60 | AC 19 T 14 FF 17 | Ft +4 / Rf +4 / Wl +4 | Init +2 | Per. +8 (+2 in dim light) | Channel 3/5 | Energy body 1/6 | Spells 7/7 6/6 3/4

TY!


Hey folks, I have to apologize for my generally sporadic updates over the last few weeks or so, especially on the weekends. Life, work, etc are all factors, but ultimately it's my input (or lack thereof) that's slowing things down. I'll have a post out later today... thanks for being patient! =)


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

Hey, stuff happens. We're just glad things haven't died in silence. Right, guys? ^^


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Right! This has been a fun and consistent game. Lets just keep moving forward.


M Idyllkin (Agathion-blooded Aasimar) Oracle 6 | HP 30/60 | AC 19 T 14 FF 17 | Ft +4 / Rf +4 / Wl +4 | Init +2 | Per. +8 (+2 in dim light) | Channel 3/5 | Energy body 1/6 | Spells 7/7 6/6 3/4

What they said!


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

...right! (sorry! was caught moving stuff by the carload for a day or so there!)


@ Melianthe: All spells are LoE dependent, unless they say otherwise. WRT ventriloquism, I'd allow blind targeting through minor barriers or around corners, but through walls is a bit much.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

I'm afk today; Melianthe will hex with Misfortune if she can.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

...and I'm afk again! Ocean kayaking, and I am not sure how much I can post this weekend. Mel will spam the hexes liberally.


Copy all, have fun!


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

We really need to get the human people in the party some darkvision goggles or something. ^^


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Potions of darkvision should do OK in the mean time.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

I was thinking about getting Cauldron as a hex; it seems like having a lot of consumables is a nice way to go. I'm not the best WBL/magic item optimizer, though; what do you think? Brew Potion over Craft Wondrous Item seems to be faster and more versatile...


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

I, myself, love the versatility of a ton of consumables. That said, the warriors and the like would likely prefer the static bonuses from wondrous items. I think both are good, but the real value of CWI comes when stuff gets super expensive. Consumables we can benefit from now.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Factor in the time to create Wondrous Items...yeah, I think potions, then. They never go out of style.


Hey guys, I opened recruiting for an open spot in my ongoing Jade Regent campaign. If you're interested, post on the thread HERE.

Thanks!


M Idyllkin (Agathion-blooded Aasimar) Oracle 6 | HP 30/60 | AC 19 T 14 FF 17 | Ft +4 / Rf +4 / Wl +4 | Init +2 | Per. +8 (+2 in dim light) | Channel 3/5 | Energy body 1/6 | Spells 7/7 6/6 3/4

I would love to but I'm in enough PbP campaigns already, too many really. I've always wanted to do a JR campaign.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Spoiler for PFS2-6, The First Heresy.:

Darkness is bad. Deeper Darkness is worse. I just killed three PFS players, level 5, with a Dark Stalker. I feel bad but they just stood in the dark and attacked it. It got three attacks around for 4d6+3 with each attack. I have never seen so many miss chances go against a party. Finally a gunslinger shot it with both barrels, twice, and killed it. Ug. Bad.


M Idyllkin (Agathion-blooded Aasimar) Oracle 6 | HP 30/60 | AC 19 T 14 FF 17 | Ft +4 / Rf +4 / Wl +4 | Init +2 | Per. +8 (+2 in dim light) | Channel 3/5 | Energy body 1/6 | Spells 7/7 6/6 3/4

Well, if I hadn't switched out the aasimar SLA for the alternate, I could have dispelled the darkness with daylight. However, the alternate SLA kinda saved our butts too so either way we're fine.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Same thing last night. They has an Aasimar but he has traded his Daylight ability. To their credit the cleverly used an obscuring mist which grants concealment. This takes away the creatures's 3d6 sneak attack and prevents it from making AOOs when people move away from it. Important when no one can 5' step.


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Moving discussion here:

The class says "A wizard begins play with" and later "gains 2 every wizard level".

I believe this is part of the reason they start with such low wealth. But given I started Seren as a rogue with higher wealth, I sacrifice those early "free" spells. If I'm not mistaken, I believe NomadSage may have given me the cantrips at minimal or no cost, bit I'd have to go back andrresearch that. I spent a ton of money on spells and scroll crafting that level is all I recall, but it was a known quantity going in and was important to be in that order for character development.


M Idyllkin (Agathion-blooded Aasimar) Oracle 6 | HP 30/60 | AC 19 T 14 FF 17 | Ft +4 / Rf +4 / Wl +4 | Init +2 | Per. +8 (+2 in dim light) | Channel 3/5 | Energy body 1/6 | Spells 7/7 6/6 3/4

I think you're supposed to get those extra spells whenever you take a wizard level, even if you do so after taking other levels. That's certainly the case in PFS, but it's up to the DM in this case of course.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

yea, what he said. I may be channeling 3.5 here but I recall that you become a wizard by apprenticing for a wizard and he gives you your first book. Easy enough to assume that you did the apprenticeship a while back but only later got around to studying what was taught. That would be my take anyway.


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

Or even if you study hard by yourself, you'd logically have to start with cantrips before you could move on to 1st-level magic. As a student, you'd need to look at all the different schools to get a clear picture of the way magic works.


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

A light mace sounds great! ... Does my share of the loot so far cover 5 gp? ^^; I'm practically broke.


M Idyllkin (Agathion-blooded Aasimar) Oracle 6 | HP 30/60 | AC 19 T 14 FF 17 | Ft +4 / Rf +4 / Wl +4 | Init +2 | Per. +8 (+2 in dim light) | Channel 3/5 | Energy body 1/6 | Spells 7/7 6/6 3/4

After purchasing the scrolls, which I assumed was going to be a shared cost, the remaining coin is 205gp which would be 41gp each. So you could certainly get a mace, and replace any needed equipment, and even get an alchemist's fire or something like that.


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

Or I could buy a mace and a silvered rapier...!

*EDIT* No, I can't. But I can buy a silvered light mace. I'll go for that. ^^


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Would it be possible to add reinforcements and laminates to a masterwork bow to increase the damage, i.e make it into a strength bow? PFS does not allow this, but it make total sense from the point of view of real composite bow making. Adding additional stiffeners make it harder to pull and shoot harder...


FYI I'm on the road tomorrow and away from home for the next week, but I'll be able to post... just may account for some delays.


On the road again today... I'll be back to regular posting tomorrow.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

I am camping this weekend, leaving early this afternoon, and will be away from all computers and internet. I'll be back and able to post Sunday evening.


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Woot, sounds fun!

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