Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
General Discussion Recruitment Play-by-Post Play-by-Post Discussion
Pathfinder Roleplaying Game

Pathfinder Adventure Card Game


Pathfinder Society


Starfinder


Starfinder Society

DM Puppet Master's Humble Bundle Welcome Campaign

Game Master Anon A Mouse

Now done with Crypt of the Everflame, our brave adventurers continue on to discover where the stolen amulets have gone in Masks of the Living God.


351 to 400 of 547 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Female Elf Wizard (Necromancer) 5 | HP 27/27 | AC 14 T 14 FF 11 | Fort +2 Ref +5 Will +7 | Initiative +3 | Perception +13; low-light vision | Grave Touch 8/8 | Turn Undead 7/8

Helloooooo!


Female Elf Wizard (Necromancer) 5 | HP 27/27 | AC 14 T 14 FF 11 | Fort +2 Ref +5 Will +7 | Initiative +3 | Perception +13; low-light vision | Grave Touch 8/8 | Turn Undead 7/8
DM Puppet Master wrote:

@Lily, here's your lvl 4 stat block. Though honestly, yours looks better than what's outputted by Hero Lab, so you might not want to use it.

** spoiler omitted **...

I have my own version that is more comprehensive and easier to read, yes. :D


Male Tiefling GeoKinetic Knight 5 | HP 39/48 (15NL) | AC 22 T 11 FF 21 | DR 3/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +8 Ref +7 Will +5 | Initiative +4 | Perception +10; darkvision (60ft)

Hello everyone, this is dwilhelmi's (finally named!) tiefling geokineticist. Stats should all be correct. Still might be making a few more minor purchases before starting.

As a sum-up of my crunch, I'm da muscle. I am using the kinetic knight archetype of the kineticist, so I am pure melee and can only use the kinetic blade/whip style blasts. I wear full plate armor and a big shield, have DR/adamantine of at least half my level + however much I power it up each day (right now, that works out to DR 3), plus my tiefling elemental resistances.

Utility-wise, I can do a lot with the earth. Earthen type surfaces don't count as difficult terrain, I have a climb speed on those surfaces.

Looking forward to playing!


Female Aasimar Cleric 5 Domains: Healing: Resurrection and Sun: Revelation | HP 29/31 | AC 16 T 12 FF 14 | Fort +5 / Ref +2 / Will +7 | Initiative +1 | Perception +13 /+15 vs surprise/invisible/+17 vs disguise/hidden | Darkvision 60 feet | 3d6 Channel 4/6 | Active Effects: None

Just an update:

I finished transferring all of my gear to my alias from my character sheet, which I neglected to finish before. I did have one other "major" purchase... since I had enough gold, I upgraded my scimitar to a +1. (DM: if that is not okay, since I didn't post it previously, just let me know and I will adjust things back down to a normal scimitar.)

Also updated physical description.

I think everything is there, but if you see something missing, or I do something weird in game, just let me know. This is my first play by post on Paizo, and the Roll20 ones that I did before were many years ago (and none lasted long), so I might have some play-in-person blind spots that I don't realize.


Male Dwarf Barbarian 3 | HP 41/41(+6R) | AC19(-2RAGE) T11 FF19 | BAB+3 | CMB +7 | CMD 18 | F+6 R+3 W+3 | Init +3 | Per +8

I meant to check in and see how things were going and to say hi, seems things got away from me and I missed the dates. I wanted to recommit, and get back in the game, but things are hit and miss a lot. Thanks for the send off, I like the narrative, and I might still pop in and check on the game every so often. Hard to believe this has been going on for a year and a half, I look forward to seeing where the story goes.


Definitely not a vampire Xin Grafar | Bridge
Marzela wrote:
I finished transferring all of my gear to my alias from my character sheet, which I neglected to finish before. I did have one other "major" purchase... since I had enough gold, I upgraded my scimitar to a +1. (DM: if that is not okay, since I didn't post it previously, just let me know and I will adjust things back down to a normal scimitar.)

+1 Scimitar is fine. I'll probably do a more careful look over character crunches this weekend just to make sure everybody remembered their favored class bonuses and such. :-)

Artair wrote:
I meant to check in and see how things were going and to say hi, seems things got away from me and I missed the dates. I wanted to recommit, and get back in the game, but things are hit and miss a lot. Thanks for the send off, I like the narrative, and I might still pop in and check on the game every so often. Hard to believe this has been going on for a year and a half, I look forward to seeing where the story goes.

If things get more consistent with you, let us know, and I'll see if we can work Artair back in.


Male Human Rogue 5 | HP 31/48 | AC 20 FF 20 T 16 | BAB +3 | CMB +4 | CMD 20 | F +3 R +9 W +3 | Init +11 | Per +10

Welcome Carrakas & Marzela! Hope you'll have fun with us! :)

Ok, Jaed has finally been updated to level 4:

HP: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11Includes fav class bonus

+1 Constitution

+1 BAB, +1 Reflex save

Skills, +1 to:
Acrobatics
Perception
Stealth
Disable Device
Survival
Bluff
Knowledge (local)
Diplomacy
Use magic device
Escape artist

Background skills, +1 to:
Sleight of hand
Craft (traps)

New features:

- Rogue talent: Resiliency

- Debilitating Injury

- Uncanny Dodge


Definitely not a vampire Xin Grafar | Bridge

I just remembered that I said I'd review crunch this weekend, but I got distracted by friends visiting and Pride. Instead I'll look over stuff and get people updated stat sheets tomorrow.


Definitely not a vampire Xin Grafar | Bridge

Jaed stat block:
Jaed Zandorias
Male human unchained rogue 4 (Pathfinder Unchained 20)
N Medium humanoid (human)
Init +9; Senses Perception +9
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 13 (+3 armor, +5 Dex, +1 dodge)
hp 40 (4d8+12)
Fort +3, Ref +9, Will +3
Defensive Abilities danger sense +1, evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +8 (1d4+1/19-20) or
mwk short sword +8 (1d6+5/19-20) or
short sword +7 (1d6+2/19-20)
Special Attacks sneak attack (unchained) +2d6
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 15, Int 12, Wis 14, Cha 10
Base Atk +3; CMB +4; CMD 20
Feats Dodge, Improved Initiative, Two-weapon Fighting, Weapon Finesse, Weapon Focus (short sword)
Skills Acrobatics +11, Appraise +6, Bluff +7, Climb +4, Craft (traps) +3, Diplomacy +6, Disable Device +13, Disguise +4, Escape Artist +10, Intimidate +4, Knowledge (dungeoneering) +6, Knowledge (local) +7, Linguistics +5, Perception +9, Sense Motive +7, Sleight of Hand +11, Stealth +11, Survival +3, Swim +4, Use Magic Device +5
Languages Common, Dwarven, Elven
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (combat trick, resiliency), trapfinding +2
Other Gear studded leather, dagger, mwk short sword, short sword, backpack, bedroll, belt pouch, chalk, hemp rope (50 ft.), sack, thieves' tools, waterskin, 42 gp, 7 sp, 9 cp
--------------------
Special Abilities
--------------------
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Resiliency (1/day) (Ex) When brought to 0 Hp or less, gain 8 temporary Hp for 1 min.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

Carrakas:
Looks good. But then, I'm suspicious we're both using Hero Lab, which would explain that. :-)

Marzela:
- I can't tell what domains you picked
- You have 2 religion traits: Ambassador and Strength of the Sun. You can only have one per category
- Appraise is only a +2; you only get the +3 from it being a class skill if you invest at least 1 skill point in it. You did this with a few other skills as well
- Perception isn't a class skill for you
- You currently have 21 ranks in adventuring skills when you can only have 20 (so move one rank from an adventuring skill to a background one)
- I think you have 3 languages too many. By my count you should have Common, Celestial, +2 from Int, +1 from RoE, +1 from one rank in linguistics = 6. You currently have 9 listed

I also just realized we never talked about what object you're attached to. How about just the ring of truth? I think it makes sense from a character point of view.


Female Aasimar Cleric 5 Domains: Healing: Resurrection and Sun: Revelation | HP 29/31 | AC 16 T 12 FF 14 | Fort +5 / Ref +2 / Will +7 | Initiative +1 | Perception +13 /+15 vs surprise/invisible/+17 vs disguise/hidden | Darkvision 60 feet | 3d6 Channel 4/6 | Active Effects: None
Puppet Master wrote:


- I can't tell what domains you picked
- You have 2 religion traits: Ambassador and Strength of the Sun. You can only have one per category
- Appraise is only a +2; you only get the +3 from it being a class skill if you invest at least 1 skill point in it. You did this with a few other skills as well
- Perception isn't a class skill for you
- You currently have 21 ranks in adventuring skills when you can only have 20 (so move one rank from an adventuring skill to a background one)
- I think you have 3 languages too many. By my count you should have Common, Celestial, +2 from Int, +1 from RoE, +1 from one rank in linguistics = 6. You currently have 9 listed
I also just realized we never talked about what object you're attached to. How about just the ring of truth? I think it makes sense from a character point of view.

Erk. Sorry for the mistakes/incomplete information. Let's see:

--Domains are Healing (subdomain Resurrection), and Sun (subdomain Revelation)

Resurrection Subdomain:

Resurrection

Associated Domain: Healing.

Replacement Power: The following granted power replaces the healer’s blessing power of the Healing domain.

Gift of Life (Su): At 8th level, you can touch a creature that has died within the past minute to grant it a few moments of life. The dead creature returns to life for a number of rounds equal to your cleric level. Creatures returned to life in this way have a number of hit points equal to half your cleric level, and continue to be affected by any still-active spells, conditions, or afflictions present at the time of their death. At the end of this time, the creature dies again. The creature is free to act as it sees fit during this time. You are granted no control over it.

You can use this power once per day at 8th level, plus one additional time per day for every four levels beyond 8th.

Replacement Domain Spells: 5th—raise dead, 7th—resurrection, 9th—true resurrection.


Revelation Subdomain:

Revelation

Associated Domain: Sun

Replacement Power: The following granted power replaces the sun’s blessing ability of the Sun domain.

Guided Eyes (Su): Perception is always a class skill for you. In addition, whenever you make a skill check to see through a disguise or find something that is hidden or concealed, you gain a +4 sacred bonus on the check.

Replacement Domain Spells: 1st—detect secret doors, 2nd—see invisibility, 3rd—banish seeming, 5th—true seeing

--The two religion traits are a mistake. I'll switch that out, and adjust. I'll let you know what I switch to.

--Okay... yeah, another mistake. I screwed that up on another character and then caught it, but it was after I made this one. I'll correct those, and let you know when it is updated.

--Perception is a class skill through the "Guided Eyes" feature of the Revelation subdomain (description above, but here is the link:
http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/s un-domain/revelation-subdomain/)

--Ring of Eloquence gives 4 languages, although I did take the less common languages that it offers rather than the more common ones that would have overlapped others already on my list. I can adjust to the more common version if you prefer. (Or to a different version of the ring if you want to pick the languages on it.)

Ring of Eloquence Description:

Ring of Eloquence

Price 3,500 gp; Slot ring; CL 3rd; Weight —; Aura faint divination

DESCRIPTION

Fine etchings spell out the alphabets of four languages around the inside of this finely crafted silver band. The wearer gains the ability to speak and understand the four languages whose alphabets are inscribed on the ring. Normally the languages are Common, Dwarven, Elven, and Gnome. Less often, such rings are attuned to Giant, Goblin, Orc, and Undercommon, and rings with different sets of languages might also exist. The wearer retains the ability to speak in these languages even if she assumes a form normally unable to do so (such as a druid wild shaped into a wolf).

The ring also makes it easier for the wearer to find the correct words to express herself, granting a +2 competence bonus on Bluff, Diplomacy, Intimidate, and Perform (oratory) checks. Also, if the wearer is deafened and attempts to cast a spell with a verbal component, the chance of spell failure is reduced to 10%.

CONSTRUCTION REQUIREMENTS

Cost 1,750 gp; Feats Forge Ring; Spells comprehend languages

--Yep, being attached to the Ring of Truth seems like a good choice. Done.


Female Aasimar Cleric 5 Domains: Healing: Resurrection and Sun: Revelation | HP 29/31 | AC 16 T 12 FF 14 | Fort +5 / Ref +2 / Will +7 | Initiative +1 | Perception +13 /+15 vs surprise/invisible/+17 vs disguise/hidden | Darkvision 60 feet | 3d6 Channel 4/6 | Active Effects: None

Okay, things are fixed.

I am taking the Aasimar "Innocent" trait rather than Strength of the Sun. It's basically a +5 on bluff checks to lie (they always want to believe me if I lie to them). It won't actually come up or do my character any good with her ring, but it fits with the back story like it was custom made. :) (http://www.d20pfsrd.com/traits/race-traits/innocent-aasimar/)

I fixed my skills. I took all the Strength of the Sun bonuses off, and I took one point out of Sense Motive and added it to Knowledge:Engineering instead to get the background skill number right (how convenient), as well as correcting the couple of lines where I had class skill points without rank points. All the totals should be correct now.

I also added a Domains section to my alias that breaks things down. I crossed out the things in the main domain that are replaced by the subdomain.


HP 5/32 AC 18 TAC 15 FF 13

My apologies for being absent lately I took on 2 new clients this week and have been swamped with intake paperwork and the like as well as attempting a vacation with my wife. I will post later today when I get a break.

-Posted with Wayfinder


Male Tiefling GeoKinetic Knight 5 | HP 39/48 (15NL) | AC 22 T 11 FF 21 | DR 3/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +8 Ref +7 Will +5 | Initiative +4 | Perception +10; darkvision (60ft)

Couple of questions for the GM about one of my abilities that I'm not 100% confident on - blade rush. Per the description, I instantly move 30 feet and then attack. Questions:
1 - Do I have to move exactly 30 feet in order to use it, or can I move less?
2 - It says I instantly move, without provoking AOOs - is it like a teleport effect, where I can ignore terrain and obstacles and other people in my way? For example, in the current battle scenario, could I use blade rush to move next to the new purple cultist, skipping right past his dogs and our cats and the pedestal in the middle of the room?


Definitely not a vampire Xin Grafar | Bridge

Hmm, disadvantage to having a blue-light filter: Purple and red look the same late at night. The new guys weren't actually meant to be purple, haha.

I did not see anything on the internet about blade rush, so I will say

1) You can move less than 30ft if you wish.

2) You can ignore terrain and to a certain extent obstacles. I'll say that if you could normally move through it, you can use blade rush to get through it. So normally you can move through allies and through enemy squares (though the latter normally requires an acrobatics check). You cannot, however, move through things like walls. So you could get to just south or just north of the new guy, but not to the other two squares in his room as they would require going through the wall.


Male Tiefling GeoKinetic Knight 5 | HP 39/48 (15NL) | AC 22 T 11 FF 21 | DR 3/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +8 Ref +7 Will +5 | Initiative +4 | Perception +10; darkvision (60ft)

OK, cool, that makes sense.

Another question, this time about the current battle. Are actions being resolved in actual rolled initiative order, or the order people post in? That will greatly impact my choice of action here. The actual initiative order is this, right?
Marzela: 19
Carrakas: 18
Jaed: 13
Finnrick: 12
Lily: 12
Monster: 8


Definitely not a vampire Xin Grafar | Bridge

Normally I resolve actions in the order they're posted. In this case, the silence spell was the exception because I can't control when Marzela's player will post and the spell would therefore finish, so I thought I would base when that kicks in off of actual initiative. Though I also mis-read the initiative order and thought she was last instead of first. If Egarthis hadn't rolled higher than everybody in round 2 when he stepped in (the 8 initiative was Rennec), I also would have told people with initiative after him to wait on posting their action in case they wanted to respond differently when he showed up.

Hopefully that isn't too confusing; it actually hasn't come up before now. If it is, I can switch to just going in initiative order to avoid semi-vague exceptions to the rule.


Male Tiefling GeoKinetic Knight 5 | HP 39/48 (15NL) | AC 22 T 11 FF 21 | DR 3/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +8 Ref +7 Will +5 | Initiative +4 | Perception +10; darkvision (60ft)

Post order within the initiative block works perfectly fine for me, in fact that always made the most sense to me rather than trying to retcon things to put everything in the "right" order. Just wanted to make sure, either way.


Male Tiefling GeoKinetic Knight 5 | HP 39/48 (15NL) | AC 22 T 11 FF 21 | DR 3/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +8 Ref +7 Will +5 | Initiative +4 | Perception +10; darkvision (60ft)

Question - since the cultist only did three damage, and I have DR3, doesn't that negate the fort check?

d20pfsrd wrote:

Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk’s stunning, and injury-based disease

source


Definitely not a vampire Xin Grafar | Bridge

You are correct. You can ignore that then.


Male Human Rogue 5 | HP 31/48 | AC 20 FF 20 T 16 | BAB +3 | CMB +4 | CMD 20 | F +3 R +9 W +3 | Init +11 | Per +10

I have a question regarding the use of acrobatics to avoid an AoO. Seeing the outcome, Jaed failed the acrobatics check against Krant's CMD so the cultist got his AoO and hit the rogue.

But why Jaed didn't move? Did the AoO stop his movement? Is this always the case or only because he was using acrobatics to avoid the AoO?


Definitely not a vampire Xin Grafar | Bridge

Jaed was stopped because he was trying to move through an enemy square, which isn't something you can normally do. If he were simply moving through the cultist's threatened square (which isn't possible in this situation since you can't diagonally move past corners) then barring something like a trip attempt, you would have moved regardless of the acrobatics roll but provoked an AoO.

Here's the relevant part of the rules, emphasis mine.

SRD wrote:
In addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5. If you attempt to move through an enemy’s space and fail the check, you lose the move action and provoke an attack of opportunity.

There's also this faq related to moving through an enemy's square.


Male Tiefling GeoKinetic Knight 5 | HP 39/48 (15NL) | AC 22 T 11 FF 21 | DR 3/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +8 Ref +7 Will +5 | Initiative +4 | Perception +10; darkvision (60ft)

Are we continuing with the hit it if it moves general strategy? Anybody see any other alternative at this point?


Male Tiefling GeoKinetic Knight 5 | HP 39/48 (15NL) | AC 22 T 11 FF 21 | DR 3/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +8 Ref +7 Will +5 | Initiative +4 | Perception +10; darkvision (60ft)

I was thinking of doing my blade rush thing again in order to move to the empty spot in the middle of all those fools, which would set up some nice flanking opportunities and hopefully keep their attacks focused on me, at the cost of another 4NL damage. Thoughts?


Female Aasimar Cleric 5 Domains: Healing: Resurrection and Sun: Revelation | HP 29/31 | AC 16 T 12 FF 14 | Fort +5 / Ref +2 / Will +7 | Initiative +1 | Perception +13 /+15 vs surprise/invisible/+17 vs disguise/hidden | Darkvision 60 feet | 3d6 Channel 4/6 | Active Effects: None

I don't think there is any other way out at this point.

If you think you can do it, go for it. They will probably have a hard time hitting you, and if we can distract them from the more squishy members of the team, that will definitely help us keep the party alive until we can do more.


Male Human Rogue 5 | HP 31/48 | AC 20 FF 20 T 16 | BAB +3 | CMB +4 | CMD 20 | F +3 R +9 W +3 | Init +11 | Per +10

@DM: Ah, the door. I forgot you cannot move diagonally around corners... Thanks!

I also don't think we have many options but to fight our wait out. The time for stealth is long past. And with all this killing we should not leave any witnesses ;P


Male Tiefling GeoKinetic Knight 5 | HP 39/48 (15NL) | AC 22 T 11 FF 21 | DR 3/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +8 Ref +7 Will +5 | Initiative +4 | Perception +10; darkvision (60ft)

Ow, that hurt. OK, time for all of the rules questions!

1) Are you still considered flanking when using Total Defense? Apparently there has been a lot of debate on this subject, since you can't actually take attacks of opportunity while using Total Defense. According to this post, though, Melee Tactics Toolbox clarified specifically that you do still threaten while using Total Defense, despite not being able to attack. I don't have the book to verify.

2) If I don't use Total Defense, and thus am able to make AOOs, can I take AOOs using the gauntlet that comes with my Full Plate armor? Is that lethal or nonlethal? Any penalties to the attack? Considering the fact that I lose my shield bonus for the rest of the round if I bash with my shield, I'd rather not use it in AOOs at the moment.

3) Just to make sure I correctly understand all the rules with the HPs, since I am now currently at 12HP, and I have 12NL damage, that would make me staggered; if I take anywhere from 1 to 12 more damage, I will be unconscious, but not dying. If I take 13 or more damage, I will be dying and will need to stabilize and all that. Is all this correct?

4) The kinetic knight gets the samurai's resolve feature, but not their challenge feature. Samurai's can recharge their resolve pool in several ways, but I believe they all involve the target of their challenge. Since I can't challenge, is there no way to recharge my resolve pool?

I *think* that is all my questions. Thanks!


Definitely not a vampire Xin Grafar | Bridge

1) I would say it makes sense that you still provide a flanking bonus to others while doing Total Defense.

2) Gauntlet. So yes, you can attack with your armor's gauntlet, it's lethal damage, and you only get a penalty if for some reason you're not proficient with simple weapons.

3) I believe that's correct

4) I don't have a lot of time to look into this in depth, but for now I'll say that your resolve pool refreshes every day. If you see anything that contradicts that, let me know. I'll google around a bit more later tonight.


Male Tiefling GeoKinetic Knight 5 | HP 39/48 (15NL) | AC 22 T 11 FF 21 | DR 3/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +8 Ref +7 Will +5 | Initiative +4 | Perception +10; darkvision (60ft)

See, really, I *let* Krant beat me, so that Jaed could take his well-deserved revenge on the bastard. Yeah, that's what happened...


Female Elf Wizard (Necromancer) 5 | HP 27/27 | AC 14 T 14 FF 11 | Fort +2 Ref +5 Will +7 | Initiative +3 | Perception +13; low-light vision | Grave Touch 8/8 | Turn Undead 7/8

Before anyone tries to suggest that I just try to touch Krant again next round with stricken heart, it's not a hold-the-charge spell. By missing on my touch attack, the spell was completely wasted.


Female Aasimar Cleric 5 Domains: Healing: Resurrection and Sun: Revelation | HP 29/31 | AC 16 T 12 FF 14 | Fort +5 / Ref +2 / Will +7 | Initiative +1 | Perception +13 /+15 vs surprise/invisible/+17 vs disguise/hidden | Darkvision 60 feet | 3d6 Channel 4/6 | Active Effects: None

Ouch, Lily. Sorry you lost your best spell. I hate that.

And sorry I can't get to you yet, Carrakas. It is looking much more hopeful now though (I mean other than my crit fail), so I think I will be able to get to you before you actually go all-the-way dead. :)


Male Human Rogue 5 | HP 31/48 | AC 20 FF 20 T 16 | BAB +3 | CMB +4 | CMD 20 | F +3 R +9 W +3 | Init +11 | Per +10

That was the plan from the beginning, right Carrakas? ;P

It is fun when the dice synchronize with the narrative. I don't think I've ever rolled as many 20s as in this fight. It reflects how badly Jaed was seeking revenge against Krant.


Spells:
1st 5/5 2nd 3/3 3rd 2/2
prepared spells:
1st-Liberating CommandThunder stomp, Flare Burst, 2nd- 3rd-Call Lightning, Hide Campsite
Half-Elf Druid 5 HP: 32/32 AC:16 TAC: 12 FF:14 Saves: 4:3:9 Init: +6 Per: +18

I was thinking the same, thing. You really hated that guy, and for good reason.


Female Aasimar Cleric 5 Domains: Healing: Resurrection and Sun: Revelation | HP 29/31 | AC 16 T 12 FF 14 | Fort +5 / Ref +2 / Will +7 | Initiative +1 | Perception +13 /+15 vs surprise/invisible/+17 vs disguise/hidden | Darkvision 60 feet | 3d6 Channel 4/6 | Active Effects: None

I read the backstory before I joined, but I don't remember all of it... he beat you up, right? I don't remember how often, but hard to have to act submissive and take it.


Spells:
1st 5/5 2nd 3/3 3rd 2/2
prepared spells:
1st-Liberating CommandThunder stomp, Flare Burst, 2nd- 3rd-Call Lightning, Hide Campsite
Half-Elf Druid 5 HP: 32/32 AC:16 TAC: 12 FF:14 Saves: 4:3:9 Init: +6 Per: +18

There was something about Krant. Finnrick is this neutral good druid and even I thought about permanently changing my alignment to true neutral just because of him, and I didn't get a beating form him. GM did a great job making him really hateable.


Female Aasimar Cleric 5 Domains: Healing: Resurrection and Sun: Revelation | HP 29/31 | AC 16 T 12 FF 14 | Fort +5 / Ref +2 / Will +7 | Initiative +1 | Perception +13 /+15 vs surprise/invisible/+17 vs disguise/hidden | Darkvision 60 feet | 3d6 Channel 4/6 | Active Effects: None

He does seem like a nasty piece of work. I can't believe he lasted this long, actually. Jaed is ripping him up. I was worried when Carrakas went down, but you guys are crazy awesome. Your cat just took down two by herself, didn't she?


Definitely not a vampire Xin Grafar | Bridge

It's always fun when die rolls match the narrative. :-)

Krant had several levels of barbarian, so he basically had a really low AC but tons of hit points. Glad to see he evoked an emotional response from people though. Even if I don't actually remember what I had him do, haha.


Male Human Rogue 5 | HP 31/48 | AC 20 FF 20 T 16 | BAB +3 | CMB +4 | CMD 20 | F +3 R +9 W +3 | Init +11 | Per +10

Hahaha, good you forgot all the bad things you made us do :) Krant forced the group to do things that, well, let's say that were not good. Jaed got beaten and humiliated when he opposed him and could not fight back because of the mission and bla bla bla. But he finally got his revenge.


Female Elf Wizard (Necromancer) 5 | HP 27/27 | AC 14 T 14 FF 11 | Fort +2 Ref +5 Will +7 | Initiative +3 | Perception +13; low-light vision | Grave Touch 8/8 | Turn Undead 7/8

So, as I hinted in the IC thread, I'm concerned about our direction now. If we leave the temple, it seems logical that the survivors in here will just lock the place down, since with this much carnage they can't help but know that they've been assaulted. Then we will never be able to get back in to finish our mission.

On the flip side, we are pretty depleted on resources and if there's a tougher "boss fight" somewhere in here we might not survive it.

Plus, if the journal that Marzela handed to me doesn't have enough for the authorities to go on, we could be charged with multiple murders if we can't prove that the temple was up to something bad enough to justify us killing these people!


Female Aasimar Cleric 5 Domains: Healing: Resurrection and Sun: Revelation | HP 29/31 | AC 16 T 12 FF 14 | Fort +5 / Ref +2 / Will +7 | Initiative +1 | Perception +13 /+15 vs surprise/invisible/+17 vs disguise/hidden | Darkvision 60 feet | 3d6 Channel 4/6 | Active Effects: None

Good points.

Those books were well hidden in what seems to be the main quarters of the highest person in this temple... I mean, who knows, but this is the only area you didn't have access to before, right? I'm not saying they are for certain, but I would be surprised (as a player) if they are not what we came for.

The question is... take the time to search them now, or hope, and run? I have zero spells left, and we need to leave this area (or tie everyone up or something) for me to be able to safely channel. I'm guessing your spells are similarly depleted, being here longer than me. I'm worried about just making it out of here.

Some of the people will likely be too far gone for me to channel and save, even if we do tie them up, so extremely valid point on the murder. Self-defense isn't going to work if we were trespassing and we have no proof--so, take the time, and at least scan the books I gave you to see if they are enough?

I kind of want to just run, but you're absolutely right that we won't get another chance.

I also have those city guard uniforms we found downstairs, which would mean we could at least get somewhere to report before being accused of murder. However, same issue: time. Changing takes time, and I don't think we can take another battle--especially if there is some other boss type around. I just cast 5 spells so at least my character has acted out 5 rounds after the end of the battle already--if someone else is coming. Would be nice if not, but ??


HP 5/32 AC 18 TAC 15 FF 13

Yeah Millsy is a beast, especially now that she's level 4 and a medium cat. As for this job, yeah we just went in a slaughtered everyone... I'm pretty sure there is a better way we could have handled it. Maybe a bit more covert, but oh well I had fun killing them.

Also I have to say I bought the wayfinder app and I love it but it doesn't allow me to post as Finnrick...

-Posted with Wayfinder


Definitely not a vampire Xin Grafar | Bridge
Jaed Zandorias wrote:
Hahaha, good you forgot all the bad things you made us do :) Krant forced the group to do things that, well, let's say that were not good. Jaed got beaten and humiliated when he opposed him and could not fight back because of the mission and bla bla bla. But he finally got his revenge.

Ahh yes, those things. I guess in my head those were just things separate from Krant himself.

Millsy wrote:
Also I have to say I bought the wayfinder app and I love it but it doesn't allow me to post as Finnrick...

Now they just need to make an iOS version...


Male Human Rogue 5 | HP 31/48 | AC 20 FF 20 T 16 | BAB +3 | CMB +4 | CMD 20 | F +3 R +9 W +3 | Init +11 | Per +10

It is true we deviated from the original "dress as high level cultists and blend in" plan a bit when we murdered 10+ people. So Jaed would like to make sure that we have something solid on these guys. Not because of the killing but for all the time spent in the temple.

However, I understand we are in a bad situation so if you want to leave that is ok. Jaed will complain a bit but he will leave too. Meanwhile, he will be busy with the doors while we discuss it.


Male Tiefling GeoKinetic Knight 5 | HP 39/48 (15NL) | AC 22 T 11 FF 21 | DR 3/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +8 Ref +7 Will +5 | Initiative +4 | Perception +10; darkvision (60ft)

Note that if the outside of the building is stone, one of my abilities actually grants me a climb speed on stone surfaces, so I would be able to get to the bottom pretty easily. Not sure if we could have someone hold onto me while I climb down or not. Then between acrobatics checks and intentional jumps, I'm wondering if we could make it out the window with a minimum of damage, and have Marzela channel once we are at the bottom.


Female Aasimar Cleric 5 Domains: Healing: Resurrection and Sun: Revelation | HP 29/31 | AC 16 T 12 FF 14 | Fort +5 / Ref +2 / Will +7 | Initiative +1 | Perception +13 /+15 vs surprise/invisible/+17 vs disguise/hidden | Darkvision 60 feet | 3d6 Channel 4/6 | Active Effects: None

I have rope... we could just climb down if needed, but then we still have to get over the wall, and if there are people, we're sitting ducks for archers.

Channelling at the bottom is a good idea if that is the way everyone wants to go. :)


Male Human Rogue 5 | HP 31/48 | AC 20 FF 20 T 16 | BAB +3 | CMB +4 | CMD 20 | F +3 R +9 W +3 | Init +11 | Per +10

Jaed can go to take a look at what is waiting downstairs trying to avoid being seen.

Another option, if we rule out stealth, is to start a small fire and run downstairs with the masks on, yelling "Fire! Fire!" If we create enough confusion we may be able to get out without a fight.


Female Aasimar Cleric 5 Domains: Healing: Resurrection and Sun: Revelation | HP 29/31 | AC 16 T 12 FF 14 | Fort +5 / Ref +2 / Will +7 | Initiative +1 | Perception +13 /+15 vs surprise/invisible/+17 vs disguise/hidden | Darkvision 60 feet | 3d6 Channel 4/6 | Active Effects: None

Ha ha. Arson on top of murder. We are going to be in so much trouble. ;)


Female Elf Wizard (Necromancer) 5 | HP 27/27 | AC 14 T 14 FF 11 | Fort +2 Ref +5 Will +7 | Initiative +3 | Perception +13; low-light vision | Grave Touch 8/8 | Turn Undead 7/8

This is how you become a WANDERING adventurer!

Liberty's Edge

"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Hilarious. And good point. I just hope it doesn't mess up the storyline if we destroy the whole town gathering evidence. ;)


Male Tiefling GeoKinetic Knight 5 | HP 39/48 (15NL) | AC 22 T 11 FF 21 | DR 3/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +8 Ref +7 Will +5 | Initiative +4 | Perception +10; darkvision (60ft)

Do we have a relative feel for how many cultists there are total? Wondering about worst-case-scenario if it comes to another fight.


Male Human Rogue 5 | HP 31/48 | AC 20 FF 20 T 16 | BAB +3 | CMB +4 | CMD 20 | F +3 R +9 W +3 | Init +11 | Per +10

C'mon, I'm the group's rogue, I'm supposed to be a bad influence :P And think about the cool nickname we'll get as a band after killing everyone in a temple and setting it on fire, hahaha.

Last time we asked we were not able to determine how many people were in the temple because everyone dresses with the same robes and wear the same masks. But we only met, I think, three black robbed cultists before so we may have already killed all the high ranks.

Jaed is wearing a black robe, so we can give the impersonation plan another try.

351 to 400 of 547 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Paizo / Messageboards / Community / Online Campaigns / Play-by-Post Discussion / DM Puppet Master's Humble Bundle Game Discussion All Messageboards

Want to post a reply? Sign in.

©2002-2017 Paizo Inc.® | Privacy Policy | Contact Us
Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours, Monday through Friday, 10:00 AM to 5:00 PM Pacific time.

Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, the Starfinder logo, GameMastery, and Planet Stories are registered trademarks of Paizo Inc. The Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Legends, Pathfinder Online, Starfinder Adventure Path, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.