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Gods Of The Arena- Rise Of The Nightingale Blades (Inactive)

Game Master DM Heterocephalus

A group of slaves purchased by a local Arena Master of the Nightingale Blades seeks to rise in glory to be the best Ludus in Katapesh upon the sands of the arena.


601 to 650 of 823 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>

Male Advanced Tiefling Gestalt Monk 4 & Fighter 3/Cleric 1

"Yes, I'm a face. Want to know why? Because those lovely folks out there, the ones who visit me in this pit, they love me! They come to watch violence, to see men fight and die for them, and I supply them that. In fact, I'm good at it. They go wild when I rip limbs! They love what I can do with my chains. ARE YOU NOT ENTERTAINED?!?!?"


Homo Sapien Current Arena Map; Current Monster Stats

lol point take. Anyway Breunnor and Aramus still wanna continue? the Lord's laughed and will probably pay and keep both of u alive if I want.


Male Dwarf Fighter (Unbreakable) 2 / Gladiator 3
Spoiler:
HP 63, AC 21, FF: 19 T: 12, CMD 21, Perc: +1, Init: +2, Fort: +10, Ref: +2, Will: +1, Face/Joker, Rep: 18

well breunnor got another good hit in.

seems a shame that all that talent goes to waste with bad dice rolls.

besides isn't entertainment what they wanted after all
"Are you Not Entertained"?

A couple quick hits and an ended fight isn't entertainment


Homo Sapien Current Arena Map; Current Monster Stats

Well to the death then!!


Male Dwarf Fighter (Unbreakable) 2 / Gladiator 3
Spoiler:
HP 63, AC 21, FF: 19 T: 12, CMD 21, Perc: +1, Init: +2, Fort: +10, Ref: +2, Will: +1, Face/Joker, Rep: 18

Now if you changed your probably to a definately then the answer may be different. and if the lord continues his laughing, after I kill Aramus I might toss him one of Aramus' swords and to see if he can do better

Taldor

Male
Spoiler:
Human (Taldor) Fighter (Unbreakable) 5.2 | HP 62/62 | AC 23 | TCH 11 | FF 22 | Perc +0 | Initiative +1 | Stealth -5 | CMD 18 | Intim +7 | Climb +2 | Know Dungeon +5 | F/R/W: 7/3/1 (+2 vs compulsion/charm, +1 vs mind affect)

cool, didn't see that full house coming. So does that mean I can spend the final 10/50gp initially given to me and if I don't win the final pot I will get 100gp credited to my gp account? Just want to make sure I understand everything correctly, thanx :)


RETIRED
Stats:
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15
Catfolk Ninja 2 / Gladiator 3 map

yeah i am totally confused as to how little play money i have left. (i dont gamble in real life)


Homo Sapien Current Arena Map; Current Monster Stats

lol any unused portion returns back. Jobasha 10 gp entitles u to 2 rolls, if you wish to Reroll the 3 rd time is another 10 gp. Anyway will resume story by tonight or in a few hours.


RETIRED
Stats:
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15
Catfolk Ninja 2 / Gladiator 3 map

Ah ok so I've only rolled on the 3rd phase once and played two hands so I have 20 gp left.


Male Human (Katapeshi) Daredevil Bard 2/Gladiator 3
Spoiler:
HP 22/54, AC 17, touch 13, FF 14, CMD 19 (21 vs. trip), Fort +6, Ref +7, Will +4; Perception +8, Initiative +3 (+5 with anticipate peril); Face/Braggart; Reputation 15

I think Alic is also confused on how that game works.

And DM, I need a ruling. Is a nat 20 on a sever attempt an automatic success, as per usual CMB rules? I'm trying to figure it out due to the additional percentage roll. If it is an auto success, then Aramus just beheaded Breunnor, unless the dwarf can bring him down with an AoO or two.


HP 44/44; AC 20 (T 17, FF 14) +2 vs confirm criticals; CMD 22; Fort +9, Reflex +9, Will +3 ; Perception +0; Init +6; Face/Berserker; Reputation 15

Hahahahahaha "then Aramus just beheaded Breunnor, unless the dwarf can bring him down with an AoO or two."

I haven't been reading the fight, but I thought you said he was sh*t in combat?


Male Dwarf Fighter (Unbreakable) 2 / Gladiator 3
Spoiler:
HP 63, AC 21, FF: 19 T: 12, CMD 21, Perc: +1, Init: +2, Fort: +10, Ref: +2, Will: +1, Face/Joker, Rep: 18

I would say no on the auto success and bypass the precentage. breunnor is already gimped since there is no sever equivalent for blunt weapons (without a -4 penalty) then add an auto kill on nat 20 heck thats better than a nat 20 crit.


Male Human (Katapeshi) Daredevil Bard 2/Gladiator 3
Spoiler:
HP 22/54, AC 17, touch 13, FF 14, CMD 19 (21 vs. trip), Fort +6, Ref +7, Will +4; Perception +8, Initiative +3 (+5 with anticipate peril); Face/Braggart; Reputation 15

He IS sh*t in combat. The only way he had a chance in hell of winning was to sever.


Homo Sapien Current Arena Map; Current Monster Stats

No you are confused. You can't decapitate unless Breunnor is helpless.

You got to sever a limb first then if roll succeed on Nat crit, still have to roll the percentage. If successful than Breunnor rose the limb and will fort save. if fail when helpless ready for coup or decapitate.


Male Human (Katapeshi) Daredevil Bard 2/Gladiator 3
Spoiler:
HP 22/54, AC 17, touch 13, FF 14, CMD 19 (21 vs. trip), Fort +6, Ref +7, Will +4; Perception +8, Initiative +3 (+5 with anticipate peril); Face/Braggart; Reputation 15

Ahhh! Now I understand. Still, it was Aramus' only shot to sever some limbs.

Although, I find one problem with your setup on the sever, DM: RAW, you could have a character with no arms, no legs, and even potentially most of their hit points, who's still conscious and not losing health, based on making good saves. Strange to me... something like the Black Knight of Monty Python's Holy Grail.


HP 44/44; AC 20 (T 17, FF 14) +2 vs confirm criticals; CMD 22; Fort +9, Reflex +9, Will +3 ; Perception +0; Init +6; Face/Berserker; Reputation 15

Yeah, they would bleed to death in a matter of seconds. That doesn't make sense at all. Not sure how to fix it without making Sever really overpowered.

Perhaps change it to Decaptitate, and then use the Called Shot variant rules for attacking other limbs? That way you can only use 'sever' to attempt a killing blow. Just make it a CMB vs their CMD, and then a percentage chance to succeed based on their remaining HP. If it succeeds you do Coup de Grace damage, and they have to make a Fort save or die. How does that sound?


RETIRED
Stats:
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15
Catfolk Ninja 2 / Gladiator 3 map

i would suggest a cumulative penalty to the fort save (at least -1, but more realistically -2 or more) for every non-healed bloody stump you currently have.


Male Dwarf Fighter (Unbreakable) 2 / Gladiator 3
Spoiler:
HP 63, AC 21, FF: 19 T: 12, CMD 21, Perc: +1, Init: +2, Fort: +10, Ref: +2, Will: +1, Face/Joker, Rep: 18

why all the talk about decapitating poor breunnor? Did I offend?

silly question i know considering the character


RETIRED
Stats:
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15
Catfolk Ninja 2 / Gladiator 3 map

@Ariella: eeeeeuuuuugggggghhhhh


Male Dwarf Fighter (Unbreakable) 2 / Gladiator 3
Spoiler:
HP 63, AC 21, FF: 19 T: 12, CMD 21, Perc: +1, Init: +2, Fort: +10, Ref: +2, Will: +1, Face/Joker, Rep: 18

Can I use the 200 gold from the courtyard toward the purcase of a Masterwork weapon. and a suit of Provocator armor.

total cost for these items = 75 + 350 for the weapon (or 117 gold if I can craft it myself) total is 425gp or 192gp using craft weapons.

by my calculation this will increase my debt by 114.5 gp (or 0 if I can craft)

total debt after = (800 - 696 + 114.5) = 218.5 gp (or 104gp using craft)

DM please check my math and let me know if this is possible


Homo Sapien Current Arena Map; Current Monster Stats
Ariella Moiraine wrote:

Yeah, they would bleed to death in a matter of seconds. That doesn't make sense at all. Not sure how to fix it without making Sever really overpowered.

Perhaps change it to Decaptitate, and then use the Called Shot variant rules for attacking other limbs? That way you can only use 'sever' to attempt a killing blow. Just make it a CMB vs their CMD, and then a percentage chance to succeed based on their remaining HP. If it succeeds you do Coup de Grace damage, and they have to make a Fort save or die. How does that sound?

So what you are saying is we skip sever limb but a modified version of called shot instead


Homo Sapien Current Arena Map; Current Monster Stats

either that to reduce complication, a successful fort save after the limb severed is to take the penalties and 1d6 bleed damage unless they do a DC 15 heal check.

Or 2d6 damage to reflect the seriousness


RETIRED
Stats:
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15
Catfolk Ninja 2 / Gladiator 3 map

Well the 2d6 is serious for us now, but provided we ever level up it will become trivial.

1d6 bleed per turn could be good, but realism should be taken into account for the heal check. definite -2 for not having the kit on hand at least (per regular rules). Perhaps an additional penalty for only having one hand (if a hand was chopped off) plus theyd have to drop the weapon to use that hand. if a leg chopped off, theyd likely be prone.


Homo Sapien Current Arena Map; Current Monster Stats
Breunnor Kegbreaker wrote:

Can I use the 200 gold from the courtyard toward the purcase of a Masterwork weapon. and a suit of Provocator armor.

total cost for these items = 75 + 350 for the weapon (or 117 gold if I can craft it myself) total is 425gp or 192gp using craft weapons.

by my calculation this will increase my debt by 114.5 gp (or 0 if I can craft)

total debt after = (800 - 696 + 114.5) = 218.5 gp (or 104gp using craft)

DM please check my math and let me know if this is possible

How did you get 114.5?


RETIRED
Stats:
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15
Catfolk Ninja 2 / Gladiator 3 map

in reality, sever mechanics might have to be approached more similarly to drowning (such as it affecting everyone equally across all levels).

because in reality, you would get a max of 5 rounds if your leg is chopped off. 30 seconds is all it takes to bleed past the point of no return if you dont apply a tourniquet correctly.


Homo Sapien Current Arena Map; Current Monster Stats

Good point. 1D6 looks good. Also I can consider that every glad carries a healer kit.

Well i checked it should be DC 20.

Treat Deadly Wounds*

Note: You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your check for each use from a healer's kit that you lack.

When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day.

It takes 1 hour but we can mandate that it will be enough to stop the bleeding.

I am also considering to add in Regenerate as on of the services available for those who lose limbs after the match. This service will cost you 2,500 Gold per Limb. About a month's worth of victories.

Treatment services
The subject's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.

Regenerate also cures 4d8 points of damage + 1 point per caster level (maximum +35), rids the subject of exhaustion and fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).


Homo Sapien Current Arena Map; Current Monster Stats

I added in campaign tabs the penalties of loss of body parts. These 5 parts are the parts you can sever.

Loss of Body Parts Penalties:

Hand

Since a person’s manual dexterity comes primarily from the opposable thumbs interacting with the fingers and palms, the loss of a hand limits how complex items are used and how items are carried.

A character who has lost a hand incurs the following penalties:

-5 penalty on Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks;
-4 penalty on grapple checks;
Must make a caster level check to cast spells with somatic components;
Unable to wield two-handed weapons or make two-weapon attacks, but may still wear a shield on the affected arm;
Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is reduced by one third, as shown on Table: Modified Lifting Capacity: Hand (for medium creatures). These penalties do not stack with other penalties for losing limbs.

A character who has lost both hands, or one hand and one arm, cannot use any of the listed skills, make attacks, cast spells with somatic components, or handle objects, without the aid of prosthetics or magic.

Arm

Losing an arm at the elbow (or higher) severely limits what that side of the body can do. With a markedly shorter reach and range, the arm is practically unusable.

A character who has lost an arm incurs the following penalties:

-10 penalty on Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks;
-8 penalty on grapple checks;
Must make a caster level check at a -5 penalty to cast spells with somatic components;
Unable to wield weapons two-handed or make two-weapon attacks, and may not wear a shield on the affected arm.
Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is halved, as shown on Table: Modified Lifting Capacity: Arm (for medium creatures). These penalties do not stack with other penalties for losing limbs.

A character who has lost both arms cannot use any of the listed skills, make attacks, or use objects, without the aid of prosthetics or magic.

Foot

Keeping upright becomes a chore with the loss of the foot. Uneven legs, no pivot point, and a smaller base affect land movement.

A character who has lost a foot incurs the following penalties:

-5 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
Cannot run.
Cannot bull rush or overrun and takes a -4 penalty to resist these combat maneuvers.
Land movement rate is reduced by half, and characters can no longer benefit from the fast movement class feature.
Carrying capacity is reduced by one third and the maximum weight a character can lift over head or off the ground is halved, as shown on Table: Modified Lifting Capacity: Foot (for medium creatures). These penalties do not stack with other penalties for losing limbs.

A character who has lost both feet, or one foot and one leg, is always considered flat-footed, cannot use any of the listed skills, and can only move 5 feet as a full round action, without the aid of prosthetics or magic.

Leg

Losing a leg at the knee (or higher) strips it of its fundamental purposes. Walking is replaced by hopping, standing is replaced by balancing, kicking becomes impossible. Very little can be done in an upright position without aid from a prosthetic, magic, or fellow adventurer.

A character who has lost a leg incurs the following penalties:

-10 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
Cannot run or charge.
Cannot bull rush or overrun and takes a -12 penalty to resist these combat maneuvers.
Speed is reduced to 5 feet, and can no longer make a 5-foot step.
Carrying capacity is reduced by two thirds and the maximum weight a character can lift over head or off the ground is halved when sitting, impossible when standing, as shown on Table: Modified Lifting Capacity: Leg (for medium creatures). These penalties do not stack with other penalties for losing limbs.

A character who has lost both legs is always considered flat-footed and prone, and can only move 5 feet as a full round action, without the aid of prosthetics or magic.

Penis

Extreme shame.


M Human
Stats:
AC: 23 HP: 12/53 Fort: 9 Ref: 7 Will: -1 CMB 10 CMD 23

I updated the map; hope I did so correctly.


Homo Sapien Current Arena Map; Current Monster Stats
Owyn Nakagro wrote:
I updated the map; hope I did so correctly.

yup thanks bro


RETIRED
Stats:
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15
Catfolk Ninja 2 / Gladiator 3 map

yeah regenerate looks like a good service to have access too provided you survive the scrap that gets your parts cut off.


Male Dwarf Fighter (Unbreakable) 2 / Gladiator 3
Spoiler:
HP 63, AC 21, FF: 19 T: 12, CMD 21, Perc: +1, Init: +2, Fort: +10, Ref: +2, Will: +1, Face/Joker, Rep: 18
DM Heterocephalus wrote:
Breunnor Kegbreaker wrote:

Can I use the 200 gold from the courtyard toward the purcase of a Masterwork weapon. and a suit of Provocator armor.

total cost for these items = 75 + 350 for the weapon (or 117 gold if I can craft it myself) total is 425gp or 192gp using craft weapons.

by my calculation this will increase my debt by 114.5 gp (or 0 if I can craft)

total debt after = (800 - 696 + 114.5) = 218.5 gp (or 104gp using craft)

DM please check my math and let me know if this is possible

How did you get 114.5?

425 minus the 200 from the courtyard fight comes to 225 half is added to debt which is 114gp and 5sp


Homo Sapien Current Arena Map; Current Monster Stats

Ah ok. It's right then. You can't craft yet though.


Male Dwarf Fighter (Unbreakable) 2 / Gladiator 3
Spoiler:
HP 63, AC 21, FF: 19 T: 12, CMD 21, Perc: +1, Init: +2, Fort: +10, Ref: +2, Will: +1, Face/Joker, Rep: 18

are we assumed to have these items for the current training?


Homo Sapien Current Arena Map; Current Monster Stats

yes


Homo Sapien Current Arena Map; Current Monster Stats

Ariella FYi Jobasha has a penis too you know...just furry...


HP 44/44; AC 20 (T 17, FF 14) +2 vs confirm criticals; CMD 22; Fort +9, Reflex +9, Will +3 ; Perception +0; Init +6; Face/Berserker; Reputation 15

And internal. Presumably. Cat reproductive anatomy.


RETIRED
Stats:
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15
Catfolk Ninja 2 / Gladiator 3 map

yeah im gonna go with he is more cat-like down there.

although i imagine everyone else's reproductive organs are as internal as they can be around Ariella


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

Are we considered to be prepared for the training? I mean have I drank my mutagens and extracts?


Male Advanced Tiefling Gestalt Monk 4 & Fighter 3/Cleric 1

Now I'm left wondering what a wooden spiked chain would look like. Are the chains made of wood? Or is it just a chain, since chains are considered an improvised weapon?


Homo Sapien Current Arena Map; Current Monster Stats

Nope I am assuming everything happened too fast. You have not drank yet.


HP 44/44; AC 20 (T 17, FF 14) +2 vs confirm criticals; CMD 22; Fort +9, Reflex +9, Will +3 ; Perception +0; Init +6; Face/Berserker; Reputation 15

Even a chain made of wood could so some serious damage. It's best not to think too much about physics and Pathfinder or your head might explode :P Such as our earlier convo on bleeding out.

Speaking of which, are we using called shot rules now, or still the sever maneuver? If so, can you type up the new sever so I can make sure I understand it please?


Homo Sapien Current Arena Map; Current Monster Stats

Same rules, If sever successful and Fort Save Successful. The target loses the limb and suffer the penalties for losing the limb. Then the target suffers 1d6 bleed damage every round unless treated with a Heal 20 DC. (Treat Deadly Wounds)

Treat Deadly Wounds* (Every Gladiator will be given a Healer Kit in the arena)

Note: You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your check for each use from a healer's kit that you lack.

When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day.

It takes 1 hour to fully heal but we can mandate that it will be enough to stop the bleeding.

Regenerate

I am also considering to add in Regenerate as on of the services available for those who lose limbs after the match. This service will cost you 2,500 Gold per Limb. About a month's worth of victories.

Treatment services
The subject's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.

Regenerate also cures 4d8 points of damage + 1 point per caster level (maximum +35), rids the subject of exhaustion and fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).

Thoughts?


HP 44/44; AC 20 (T 17, FF 14) +2 vs confirm criticals; CMD 22; Fort +9, Reflex +9, Will +3 ; Perception +0; Init +6; Face/Berserker; Reputation 15

Okay, so if the sever is successful they make a Fort save. If they fail the fort save, they lose the limb take the penalty and start to bleed out? What about severing a head, if they fail the fort save it's the equivalent of a Coup de Grace?

The thing that doesn't make sense to me (the way I understand it) is if you chop someone's head off (successful sever) they become helpless. Then you have to CDG them the next round, essentially cutting off their head again? Or is it like you only get halfway through the neck on the first try or something?

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

The Regeneration and Heal checks look fine to me. I assume magical healing will also stop the bleeding?


Homo Sapien Current Arena Map; Current Monster Stats

Sigh let me try again.

1. Sever limb only. You cannot do decapitation. Only on Helpless victims then decapitation I'd allowed.

2. Roll your cmb against victim cmd, if fail against cmb then roll percentage depending on HP.

3. If successful, limb chopped off. Now victim roll fort save against cmb. if pass, victim bleeds 1d6 until healed of dc20 to stop bleeding but take penalties of lost limb.

4. If fort fail, victim now bleeds 1d6 but cannot do anything for 1 round as is now helpless. Now coup de grace or decapitation can be performed on him. After a round, the victim is no longer helpless and can attempt to heal dc20.


HP 44/44; AC 20 (T 17, FF 14) +2 vs confirm criticals; CMD 22; Fort +9, Reflex +9, Will +3 ; Perception +0; Init +6; Face/Berserker; Reputation 15

The Fortitude save DC is equal to your CMB roll for the sever or to your CMD? Sorry for being dense, I think that's my last question >_<*


Homo Sapien Current Arena Map; Current Monster Stats

NP!! The fort save is to the attacker cmb.


Homo Sapien Current Arena Map; Current Monster Stats

Should magical healing be allowed to stop bleeding? It would make sense though. Now the belt of healing looks very attractive


HP 44/44; AC 20 (T 17, FF 14) +2 vs confirm criticals; CMD 22; Fort +9, Reflex +9, Will +3 ; Perception +0; Init +6; Face/Berserker; Reputation 15
Bleed Universal Monster Rule wrote:
A creature with this ability causes wounds that continue to bleed, dealing the listed damage each round at the start of the affected creature’s turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. The amount of damage each round is determined in the creature’s entry.

Not exactly the same, but I think the same principle should apply.

Edit:Also the map link in your name is broken. You asked for a roll vs intimidate from us in your summary post in gameplay, we don't get one. Also Chasik did 17 damage to Chasik. Unless you already edited that stuff out.


Homo Sapien Current Arena Map; Current Monster Stats

yea so the intimidate only apply to Ariella Garris and Chasik?

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