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GM Chyro [PFS] Season 1 run.

Game Master Chyrone

Season 1 run with a few others mixed in.
Let's get it on, lvl 1 to lvl 12.


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Season 1 Eons Ongoing

Have at thee, questioners.

Liberty's Edge

Status:
HP: 18/18; AC: 17, T: 16, FF: 14; CMB: +4; CMD: 20; Fort: 4, Ref: 6, Will: 6; Init: +3; Perception: +10; Speed: 30 feet
Tengu Monk (Flowing Monk/Monk of the Iron Mountain) 2

Thanks for the invite GM, Kravg is ready to rumble. I'll work on my background story some more.

In short, Kravg has been born almost as a captive, he has known six years in freedom, before some barbarian slavers came to his home and abducted him and his parents.

Now Kravg is making his way in the Pathfinder Society to free every slave or prisoner he meets, though only those that didn't deserve to be imprisoned.

Silver Crusade

male Human Paladin: Divine hunter|HP 22 |AC 19/T 14/FF 15 | F+5/R+7/W+5 | CMB + 5 | CMD 19 |init + 4 | Perc + 0

Very stoked to be selected for this game.

I will finish the backstory. Are we starting with the first list and the 'citadel of flame' or the second list with 'The lost prince of Augustana' If it's 'flame' I would ask for Ala'Ihys to meet the team as a guide and he stay with them. If we start in 'prince' he will join in a more traditional manner.

did I mention I was stoked to play this character? Thanks GM Chro!


Season 1 Eons Ongoing

You're welcome, and i think starting with list 2 is a better option, since it gets you guys to lvl 12 instead of 11, and it's a relative easy warmup for new pathfinders.
Otherwise it's throwing new recruits at the demon worshipers to start with :), nah you guys should live longer than that.

Liberty's Edge

Status:
HP: 18/18; AC: 17, T: 16, FF: 14; CMB: +4; CMD: 20; Fort: 4, Ref: 6, Will: 6; Init: +3; Perception: +10; Speed: 30 feet
Tengu Monk (Flowing Monk/Monk of the Iron Mountain) 2

Just to give you a heads up GM, I'll be out for the Easter holidays, sadly that's about 4 days.

Bot me if needed then, but note I'll have my kusiragama Always equipped and will take all AoO's with Trip maneuvers.

Silver Crusade

Female Dwarf Barbarian (Invulnerable Rager) 5 I HP 70/70 I AC 21 T11 FF20 Fort+8 Ref+2 Wi+2 Ini +1 Per +7 spd 30 DR2/- CLW Wand 23/50 RAGE! 16/16 (one neg level)

entrance music
Ready to fight, and drink, and smash!

Silver Crusade

male Human Paladin: Divine hunter|HP 22 |AC 19/T 14/FF 15 | F+5/R+7/W+5 | CMB + 5 | CMD 19 |init + 4 | Perc + 0

ok, I'm going to need a little help here the trait blood steed gives a combat trained light horse. I realize this is

Combat Training:
(DC 20) An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also “upgrade” an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.

as far as the animals own stats, like attack, does it vary any from light horse?


Season 1 Eons Ongoing

I think it's just that, just with combat tricks instead of riding.

Silver Crusade

male Human Paladin: Divine hunter|HP 22 |AC 19/T 14/FF 15 | F+5/R+7/W+5 | CMB + 5 | CMD 19 |init + 4 | Perc + 0

It looks like the only change is the hoof attack becomes a primary attack instead of a secondary attack, so +3 instead of - 2 because of the light horse being docile

PFSRD wrote:


SPECIAL ABILITIES

Docile (Ex)

Unless specifically trained for combat (see the Handle Animal skill), a horse's hooves are treated as secondary attacks.

Silver Crusade

Female Dwarf Barbarian (Invulnerable Rager) 5 I HP 70/70 I AC 21 T11 FF20 Fort+8 Ref+2 Wi+2 Ini +1 Per +7 spd 30 DR2/- CLW Wand 23/50 RAGE! 16/16 (one neg level)

Sharpens her dwarven battle axe, waiting.


Season 1 Eons Ongoing

Yes i am wondering where those other two are, easter holidays unannounced?

Silver Crusade

Female Dwarf Barbarian (Invulnerable Rager) 5 I HP 70/70 I AC 21 T11 FF20 Fort+8 Ref+2 Wi+2 Ini +1 Per +7 spd 30 DR2/- CLW Wand 23/50 RAGE! 16/16 (one neg level)

It's a possibility. Maybe we could start slow with the introduction to the adventure?

Sovereign Court

Male Human Bard (Arcane Duelist)/4th AC: 20 (T 15, FF 16), HP 19/30, Fort +3, Ref +9, Will +3 | CMB +4, CMD 19 | Init +4 | Perc -2

hi there, sorry for calling in late. I hadn't checked as Paizo went down for me yesterday and I had been busy. Hopefully I've not left you waiting too long.

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 2 / Investigator (Empiricist) 1 | HP: 32/32 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 13 | F: +1, R: +2, W: +5 | Init: +5 | Perc: +7, SM: +5 | Speed 30ft | Telekinetic fist: 7/7; Mythic Power 5/7 | Active Conditions: Endure Elements, Mage Armor6

I'm sad to report that although I had not played any of the earlier list of modules, I have played the Fingers of Midnight. Sorry I'm just noticing the change, but it's been a busy week.


Season 1 Eons Ongoing

Have any of you played murder on the throaty mermaid? It can be a substitute.

Or, have you played that scenario Core?

Sovereign Court

Male Human Bard (Arcane Duelist)/4th AC: 20 (T 15, FF 16), HP 19/30, Fort +3, Ref +9, Will +3 | CMB +4, CMD 19 | Init +4 | Perc -2

unfortunately I have played murder on the throaty mermaid :p


Season 1 Eons Ongoing

There's several tier 1-2 in season 0.

Please post if you've played any of them, so we can replace frozen fingers.

Hydra fang incident
Murder on the silken caravan
Black waters
The 3rd riddle
Stay of execution
Skeleton moon
Tide of morning.

Or season 2 shadow'last stand part 1

Sovereign Court

Male Human Bard (Arcane Duelist)/4th AC: 20 (T 15, FF 16), HP 19/30, Fort +3, Ref +9, Will +3 | CMB +4, CMD 19 | Init +4 | Perc -2

Murder of the Silken Caravan - Davor Mason

No other's mentioned I believe. Also, what's this renewed list he mentioned?


Season 1 Eons Ongoing

The 2nd list i posted, was one that got you to level 12 instead of the 1st one, which went to lvl 11.

The early 4 scenarios are a few different easier ones and taken from season 0 and season 2.

List:

Level 1:
The lost prince of Augustana [Season 0]
4 The Frozen Fingers of Midnight [Season 0]
Slave Pits of Absalom[Season 0]
7 Among The Living [Season 0]

Level 2:
Shadow's last stand part 1/season 0 from above listed?
Shadow's Last Stand part II: Shadows of Corruption. [Season 2]
43 The Pallid Plague

Level 3:
37 The Beggar's Pearl
55 The Infernal Vault
49 Among the Dead

Level 4:
39 The Citadel of Flame
14 Many Fortunes of Grandmaster Torch [Season 0]
35 Voice in the Void

Level 5:
33 Assault on the Kingdom of the Impossible
45 Delirium's Tangle
47 The Darkest Vengeance

Level 6:
29 The Devil We Know, Part 1 - Shipyard Rats
30 The Devil We Know, Part 2 - Cassomir's Locker
41 The Devil We Know, Part 3 - Crypt of Fools

Level 7:
48 The Devil We Know, Part 4 - Rules of the Swift
51 City of Strangers, Part 1 - The Shadow Gambit
52 City of Strangers, Part 2 - The Twofold Demise

Level 8:
34 Encounter at the Drowning Stones
32 Drow of the Darkland's Pyramid
38 No Plunder, No Pay

Level 9:
31 Sniper in the Deep
50 Fortune's Blight
56 The Jester's Fraud

Level 10:
36 Echoes of the Everwar, Part 1 - Prisoner of Skull Hill
42 Echoes of the Everwar, Part 2 - Watcher of Ages
44 Echoes of the Everwar, Part 3 - Terror at Whistledown

Level 11:
53 Echoes of the Everwar, Part 4 - The Faithless Dead
20 King Xeros of Old Azlant
40 Hall of Drunken Heroes

Sovereign Court

Male Human Bard (Arcane Duelist)/4th AC: 20 (T 15, FF 16), HP 19/30, Fort +3, Ref +9, Will +3 | CMB +4, CMD 19 | Init +4 | Perc -2

ahh, good good. I was afraid I might've missed a few that I had been done, but nevermind. No others I've touched.

Silver Crusade

male Human Paladin: Divine hunter|HP 22 |AC 19/T 14/FF 15 | F+5/R+7/W+5 | CMB + 5 | CMD 19 |init + 4 | Perc + 0

nope to all of them; I've only played on line six games, two of them 'evergreen' the others are: 'the Citadel of Flame,' 'The Frostfur Captive,' The Godsmouth Heresy' and the 'Half Dead City.'

Silver Crusade

Female Dwarf Barbarian (Invulnerable Rager) 5 I HP 70/70 I AC 21 T11 FF20 Fort+8 Ref+2 Wi+2 Ini +1 Per +7 spd 30 DR2/- CLW Wand 23/50 RAGE! 16/16 (one neg level)

I played none of theses.

Done:(as Lukaas Penn)
Master of the Fallen Fortress
The Confirmation
the Disappeared
Tide of Twilight

Doing:
The Cyphermage Dilemna (Lukaas Penn)
THe Accursed Halls (Caemillia Penn, dead)


Season 1 Eons Ongoing

I know Kravg is on the safe with this.

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 2 / Investigator (Empiricist) 1 | HP: 32/32 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 13 | F: +1, R: +2, W: +5 | Init: +5 | Perc: +7, SM: +5 | Speed 30ft | Telekinetic fist: 7/7; Mythic Power 5/7 | Active Conditions: Endure Elements, Mage Armor6

I haven't played any of them.


Season 1 Eons Ongoing

Awesome, then we're good to go.

Head over to gameplay ;)

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 2 / Investigator (Empiricist) 1 | HP: 32/32 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 13 | F: +1, R: +2, W: +5 | Init: +5 | Perc: +7, SM: +5 | Speed 30ft | Telekinetic fist: 7/7; Mythic Power 5/7 | Active Conditions: Endure Elements, Mage Armor6

Looks like an interesting group. I'm just now getting the time to glance at the party make-up.

A few things about Toorin: I wanted to spell his name Tûrin but that name was already taken, so I substituted the phonetic spelling.

I did not see much likelihood that he would have much overlap in background with any of the others, except perhaps Lord Joseph Wraitheart, who is in the same faction. Toorin has spent his growing up years in Kyonin and this is the first extensive travel he's done beyond the borders of the Elven land. His goal in joining the Pathfinders and the Sovereign Court is to develop his skills as a diplomat to the non-Elven people. He is of aristocratic Elven lineage, so he has some prejudices and stereotypes of non-Elven folk, but he will be trying to treat everyone politely so long as they don't make what seem to be intentional insults or behave in an overtly evil manner. He will likely make unintentional slights but if he does, know that I'm just role-playing, not making passive aggressive digs at players.

At low levels, Toorin will not be able to do much spellcasting that will help the party tremendously, but as he advances in level, as a transmuter, he will add spells that can enhance the fighting or defensive abilities of other party members. So if you know of any spells that could complement your fighting style, let me know and I'll do what I can to add them one way or another.

In the meantime, he has some fighting skill himself, although nothing to compare with a monk, paladin, or barbarian.

Silver Crusade

male Human Paladin: Divine hunter|HP 22 |AC 19/T 14/FF 15 | F+5/R+7/W+5 | CMB + 5 | CMD 19 |init + 4 | Perc + 0

glad your with us Toorin

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 2 / Investigator (Empiricist) 1 | HP: 32/32 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 13 | F: +1, R: +2, W: +5 | Init: +5 | Perc: +7, SM: +5 | Speed 30ft | Telekinetic fist: 7/7; Mythic Power 5/7 | Active Conditions: Endure Elements, Mage Armor6

I have to work for a while, but I'll post in the gameplay board by this afternoon. Cheers.

Sovereign Court

Male Human Bard (Arcane Duelist)/4th AC: 20 (T 15, FF 16), HP 19/30, Fort +3, Ref +9, Will +3 | CMB +4, CMD 19 | Init +4 | Perc -2
Brallenera Thalkham wrote:

I played none of theses.

Done:(as Lukaas Penn)
Master of the Fallen Fortress
The Confirmation
the Disappeared
Tide of Twilight

Doing:
The Cyphermage Dilemna (Lukaas Penn)
THe Accursed Halls (Caemillia Penn, dead)

Great thing about the Confirmation is you can do it again and again at 1st and only once at 2nd.


Season 1 Eons Ongoing

^
+1 to that.

I'm running my...3rd character atm (alchemist), and we've just beaten the minotaur.

The GM was almost feeling sorry for the minotaur after my 2nd char, a witch, threw several evil eye effects on him. Muhahahaha...

Ala'Ihys, keep in mind your steed won't be fit for every adventure, nor does it lvl up like a cavalier's mount or animal companion does.

Sovereign Court

Male Human Bard (Arcane Duelist)/4th AC: 20 (T 15, FF 16), HP 19/30, Fort +3, Ref +9, Will +3 | CMB +4, CMD 19 | Init +4 | Perc -2

The group I'm running, The Minotaur just killed Janira :p

After that, one player taunted the creature, running up and cutting it, but he was only reduced to 0, critted the creature and then fell down.

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 2 / Investigator (Empiricist) 1 | HP: 32/32 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 13 | F: +1, R: +2, W: +5 | Init: +5 | Perc: +7, SM: +5 | Speed 30ft | Telekinetic fist: 7/7; Mythic Power 5/7 | Active Conditions: Endure Elements, Mage Armor6

I have a couple of rules questions that will come up once we are in combat, so let me get it out of the way here and now.

Toorin will be delivering a ranged touch attack that is one of his Transmuter abilities, Telekinetic Fist.

RAW: "As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier."

Since this is a ranged attack, rules as written (RAW) would require following the rules for cover: "To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC)."

Are there any exceptions to this rule for ranged touch attacks when based in magic?

If not, do you want me to subtract 4 from my attack roll when the target has cover or do you want to add 4 to the target's AC?

Then there is a question about the interpretation of "If any line from this corner to any corner of the target's square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature."

Suppose the square marked T is Toorin, A is his target, X is an empty square, and O is an occupied square. Would the following count as providing the +4 to AC for the target?

XOXX
TXXA
XOXX

None of the lines from any of Toorin's squares to any of the target's squares passes through an occupied square, only through the border of an occupied square. So my reading of the rules says this does not provide cover, since the rule for occupied squares only says the line passes through the square. Is this correct?

What if the squares listed as occupied were instead tree trunks that provide cover. Now a technical reading of the rules suggests the target would get the bonus to AC because whichever corner of Toorin's square you pick, one of the lines passes through the border of a square that provides cover. Is that correct?

I raise the question because it seems odd that a pair of creatures don't provide cover but a pair of stationary object in the same squares does provide cover, particularly when there is a direct line from the center attacker to the center of the target's square with no obstacles.

I hope this is clear.

Thanks in advance. If there is some kind of official explanation or clarification of this question, let me know as well, since I may be a GM in the future and will want to be able to point to something official if the question comes up.


Season 1 Eons Ongoing

Ah......i'll take Rules for 400 please.
*Reads the post..*

I'll call the target Bandit Barry.

I'd say it's a case by case at GM's discretion and common sense of what's reasonable. A border of a square is not the same as passing through an actual square itself.
If nothing's in your corners' way of the target with the lines, it's happy hunting. If Brallenea was in front of Barry, then Barry would have the +4 cover.
Way i've played so far, is that the -4 penalty comes when you shoot either into melee or something is greatly obstructing view of Barry.

Just applying the -4 penalty on your roll is sufficient if they get "full" cover, since the AC is practically the same, you just have a tad more trouble for that right shot. A mention for why is always useful to some. 'into melee/cover'

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 2 / Investigator (Empiricist) 1 | HP: 32/32 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 13 | F: +1, R: +2, W: +5 | Init: +5 | Perc: +7, SM: +5 | Speed 30ft | Telekinetic fist: 7/7; Mythic Power 5/7 | Active Conditions: Endure Elements, Mage Armor6

Thanks.

My schedule changes to night shift starting today, so my posts will mostly be in the morning (Eastern U.S. Time). Today I may not get a chance until late night.

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 2 / Investigator (Empiricist) 1 | HP: 32/32 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 13 | F: +1, R: +2, W: +5 | Init: +5 | Perc: +7, SM: +5 | Speed 30ft | Telekinetic fist: 7/7; Mythic Power 5/7 | Active Conditions: Endure Elements, Mage Armor6

I moved my token onto the map, but it appears to be behind the main map rather than showing above it.


Season 1 Eons Ongoing

Fixed

Silver Crusade

Female Dwarf Barbarian (Invulnerable Rager) 5 I HP 70/70 I AC 21 T11 FF20 Fort+8 Ref+2 Wi+2 Ini +1 Per +7 spd 30 DR2/- CLW Wand 23/50 RAGE! 16/16 (one neg level)

A small question: when you use a weapon two handed, strenght bonus is multiplied by 1.5

Quote:
Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character's Strength bonus to damage rolls for melee attacks with such a weapon.

My normal bonus is +3, so it rises to +4.5. Do you round it up (+5) or down (+4)?


Season 1 Eons Ongoing

Round down.

I forgot that sometimes, i confess, in a game where i'm wielding a scythe. Ah, the carnage a x4 weapon has on mooks :)


Season 1 Eons Ongoing

As a mention, when i played this we only took positions.
Cool to see the planning here.

I'll continue in a bit, when i get access to the pdf again.

Silver Crusade

male Human Paladin: Divine hunter|HP 22 |AC 19/T 14/FF 15 | F+5/R+7/W+5 | CMB + 5 | CMD 19 |init + 4 | Perc + 0

that's what we were shooting for, cool, down here in the sewers, cool, very cool...and you thought that was sewage dripping


Season 1 Eons Ongoing

Some miscommunication here, Kravg, it seems. I went with your intent of 'taking AoO whenever possible, with tripping'. His current position, i think you believed him to be a square up, you have improved trip and can trip at no risk with your hands full. When he starts to move and you use the aoo when possible, you swipe his leg with yours, hence his current position. If you wish to take AoO 'only' with your reach weapon, please let me know.

Brallenera didn't get an AoO vs the guy standing up, since she was disarmed by the whip attack.

Hopefully this clears some stuff up.

Liberty's Edge

Status:
HP: 18/18; AC: 17, T: 16, FF: 14; CMB: +4; CMD: 20; Fort: 4, Ref: 6, Will: 6; Init: +3; Perception: +10; Speed: 30 feet
Tengu Monk (Flowing Monk/Monk of the Iron Mountain) 2

I made my own AoO when the guy passed me and it was a blow with the ball side of my chain weapon, not a trip maneuver. He would have come at the charge position your map had earlier (about three squares up) but with 5 damage. I then used a 5-foot step to come within range of him and use my ball end again to try and hit him for another 4 damage.

But you changed his position after my post and I didn't see the change of position that he was on the floor and south-west of my new position until after I came back home. If I had, I would have retconned my single attack into a flurry of blows which could have knocked him out instead of me as I could have had a full attack vs him with my fists at +6/+6;1d6+4/1d6+4.

I don't want to take AoO's with only my reach weapon, but I'd like to make my AoO's actual attacks vs Prone opponents as I can hit them more easily then when they are standing up. Standing and charging opponents get tripped, prone opponents get hit on the head.

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 2 / Investigator (Empiricist) 1 | HP: 32/32 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 13 | F: +1, R: +2, W: +5 | Init: +5 | Perc: +7, SM: +5 | Speed 30ft | Telekinetic fist: 7/7; Mythic Power 5/7 | Active Conditions: Endure Elements, Mage Armor6
GM Chyro wrote:
Ah, i overread it, i assumed the reflex was a must, well then the poor fool drops it.

Since this is Toorin's bonded spell, he'll be using it a lot, so we should be clear on the mechanics.

Here is the wording of the spell (omitting some parts that are usually not relevant):

Spell Description wrote:
This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly.

I think the decision tree for the target is:

Do I try to drop the weapon to avoid the damage?
Yes: Make a reflex save vs DC 15
No: Take 1d4 damage (more at higher levels) but hold onto the weapon.

For the reflex option:
Did the target make the save?
Yes: the target dropped the weapon and takes no damage.
No: the target dropped the weapon and takes 1d4 damage.

So someone could opt to hold onto the weapon and take the damage. In that sense the save is not a must, but once made, dropping the weapon is a must regardless of whether the save was made or not. At least that is how I interpret it.

Regarding the earlier suggestion that the hot metal could ignite flamable material, I did not notice that the spell rules this out at the time I made the suggestion. I teach physics, so I know that if something glows red hot, it gets to a hot enough temperature that it ought to ignite things like paper and dry grass, or at least that seems likely. But clearly the RAW says this doesn't happen.

Question for GM ruling:
The spell is designed as a way to cause a person to drop a weapon, but the only stipulation is that the target item be metal and under 15 lb. But it mentions that the item could be a locked gauntlet, which is a type of armor. Most metal armor is more than 15 lb, but shields and metal gauntlets are 15 lb or less. Could the spell affect a metal shield or a portion of armor, such as a metal helmet? I'm not trying to find loopholes to abuse the rules as written, but these might be options from time to time. If applied to a shield, which takes a move action to remove, I would assume the target would not get a save.

Silver Crusade

Female Dwarf Barbarian (Invulnerable Rager) 5 I HP 70/70 I AC 21 T11 FF20 Fort+8 Ref+2 Wi+2 Ini +1 Per +7 spd 30 DR2/- CLW Wand 23/50 RAGE! 16/16 (one neg level)

I've recounted: so far I've hit ONCE out of EIGHT attacks, including AoO.

That's so funnydiculous..

I'm quite a tank: I can take it, but I can't dish it.


Season 1 Eons Ongoing

I know the feeling, but that was in a horror module, where we'd roll for hit chance. Frustrating, seriously.

Silver Crusade

male Human Paladin: Divine hunter|HP 22 |AC 19/T 14/FF 15 | F+5/R+7/W+5 | CMB + 5 | CMD 19 |init + 4 | Perc + 0
Brallenera Thalkham wrote:

I've recounted: so far I've hit ONCE out of EIGHT attacks, including AoO.

That's so funnydiculous..

I'm quite a tank: I can take it, but I can't dish it.

actually tanks have canons and machine guns, those numbers would make you more like a brinks truck. Just sayin' ;)


Season 1 Eons Ongoing

There's the gunslinger class Gun Tank, wield a tower shield and shoot your guns :), all in heavy armor.

Silver Crusade

male Human Paladin: Divine hunter|HP 22 |AC 19/T 14/FF 15 | F+5/R+7/W+5 | CMB + 5 | CMD 19 |init + 4 | Perc + 0

could we call her "fury"?


Season 1 Eons Ongoing

Well, maybe when she does a confirmed crit this run.

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 2 / Investigator (Empiricist) 1 | HP: 32/32 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 13 | F: +1, R: +2, W: +5 | Init: +5 | Perc: +7, SM: +5 | Speed 30ft | Telekinetic fist: 7/7; Mythic Power 5/7 | Active Conditions: Endure Elements, Mage Armor6

We've heard the sound, but so far not seen the fury. :)

Be patient. The dice-bot gods are fickle.

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