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Hymenopterix's Colonies of the Salt Coast

Game Master Electric Monk


51 to 100 of 669 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Male Human Rogue 1 (Swashbuckler)

Hymenopterix:
In some places, you said we should choose a bonus trait, others a bonus feat. Can you clarify this? If a trait, does it need to be from a third category?


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Sorry if i said feat - meant trait. It may be from the same category as one of those you've already taken or been assigned.

In other news the game thread is HERE

so far there is content for Finnabar and Xerafine - stay tuned for everyone else.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Info for everyone is now up... at the moment some of you are sepparated from others. This will resolve soon and everyone will be together.


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Hymentopterix:

Spoiler:
Instead of an additional trait, could I choose to make Xarafine's staff a masterwork weapon? It's not truly hers, rather a possession of the Church, and I think it would fit well with her backstory.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

I selected a feat instead of a trait. So I'll remove the persuasive feat from my character sheet. To go with the character background, I wanted to use the heirloom weapon with a twist. Instead of being a family weapon, it will be the axe I refer to in the background and that is Belam's gift.


M Half-elf Ranger (Skirmisher) 3/Rogue 1 HP: 21/25 | Init: +5/7 in forests | Perc: +11/13 in forests | AC: 17 | Touch: 13 | FF: 13 | CMD 16 | Fort: +2 | Ref: +8 | Will: +3
Spoiler:
Ac+7|DD+7|HanAm+4|Hl+7|K(G)+8|K(N)+8|Ri+6|SenM+8|Stlth+14/16 in forests|Sur+12/14 in forests

If it's alright, I'll take Adopted and then thus the Human Trait World Traveler, making Sense Motive a class skill and getting a +1 bonus to it. If I'm not misunderstanding how Adopted works.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Jack Ciarathan wrote:
Instead of an additional trait, could I choose to make Xarafine's staff a masterwork weapon? It's not truly hers, rather a possession of the Church, and I think it would fit well with her backstory..

Take the Heirloom Weapon trait:

Benefit: This heirloom weapon is of masterwork quality (but you pay only the standard cost at character creation). You gain a +1 trait bonus on attack rolls with this specific weapon and are considered proficient with that specific weapon (but not other weapons of that type) even if you do not have the required proficiencies.

Jack Ciarathan wrote:
I selected a feat instead of a trait. So I'll remove the persuasive feat from my character sheet. To go with the character background, I wanted to use the heirloom weapon with a twist. Instead of being a family weapon, it will be the axe I refer to in the background and that is Belam's gift..

no problem

Jack Ciarathan wrote:
If it's alright, I'll take Adopted and then thus the Human Trait World Traveler, making Sense Motive a class skill and getting a +1 bonus to it. If I'm not misunderstanding how Adopted works.

no problem


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Hi everyone,

This question is for Hymenopterix, but it concerns everyone.
As this game is all about exploration, how do you want to run that part? Do you plan to use the hexagonal grid of the Kingmaker Player's guide and if so, how do we update it and where can we share it?


Female Tiefling Bard 3

So, clearly y'all do most of your posting when I'm dead asleep to the world.

Is this going to be a problem? I want to be part of this but I don't want to hold everyone up all the time.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
DeathQuaker wrote:

So, clearly y'all do most of your posting when I'm dead asleep to the world.

Is this going to be a problem? I want to be part of this but I don't want to hold everyone up all the time.

I'm not so sure. I think we are all over the time zone. I'm GMT +1.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Finnabar d'Orlovsky wrote:

Hi everyone,

This question is for Hymenopterix, but it concerns everyone.
As this game is all about exploration, how do you want to run that part? Do you plan to use the hexagonal grid of the Kingmaker Player's guide and if so, how do we update it and where can we share it?

Not sure what the best method for sharing maps would be... - any suggestions would be welcome.

DeathQuaker wrote:

So, clearly y'all do most of your posting when I'm dead asleep to the world.

Is this going to be a problem? I want to be part of this but I don't want to hold everyone up all the time.

I'm in Melbourne Australia so GMT + 11: I think posts are going well at the moment and i'd hate to lose you. I can't see any real problem :)


Female Tiefling Bard 3
Hymenopterix wrote:
Finnabar d'Orlovsky wrote:

Hi everyone,

This question is for Hymenopterix, but it concerns everyone.
As this game is all about exploration, how do you want to run that part? Do you plan to use the hexagonal grid of the Kingmaker Player's guide and if so, how do we update it and where can we share it?

Not sure what the best method for sharing maps would be... - any suggestions would be welcome.

I'm not sure about how best to share, but I've got Campaign Cartographer. I could probably import the hex grid to a background image and then update using that. Maybe put the images up on Google docs?

The caveats to that is that I'm not the GM, and that I often post when it's slow at work--and my mapping software is at home.

DeathQuaker wrote:

So, clearly y'all do most of your posting when I'm dead asleep to the world.

Is this going to be a problem? I want to be part of this but I don't want to hold everyone up all the time.

I'm in Melbourne Australia so GMT + 11: I think posts are going well at the moment and i'd hate to lose you. I can't see any real problem :)

Well, thanks. Let me know if it turns out to be one. I'll do my best (I'm on U.S. East Coast so I think that's GMT -5).

Andoran

Male Procrastinator 10/Daydreamer 15/Trivia Buff 5

DQ, I'm on EST, also. So far, I'm not having a problem keeping up, but just so you know, someone else in the group is on the same schedule *more or less*

Silver Crusade

Male Human Grognard 15/4E 1/Pathfinder 5

I'm Pacific (GMT-7). I think the spread is good. Posts happen periodically, but not so frequently that someone gets really buried.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Ok everyone,... hope this works as a test (1st time i've used Google Docs) if it works i'll provide hex layout of exploration.

The two images:The Stolen Lands (not too much info to be a spoiler) and of the Eastern Lands(so you get a better idea of the overall geography)

Here's hoping it works...

EDIT: And it does! (Yay) This'll make it way easier for combat and exploration! - good idea DeathQuaker.

Silver Crusade

Male Human Grognard 15/4E 1/Pathfinder 5

Excellent! Yes, I'm very happy to see that. I was a bit confused by the description, but I'm glad I got it generally right.


General Bein'Meleth Rámalóce:
Kingdom Stat+3 Stability
Stats:
HP: 30/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

I'm GMT -9 and up here in good old Alaska lol =) so we have a very decent spread of time ranges.

@ DM: I'm liking the maps! Very nicely done for being hand drawn so quickly =). Btw where is the Salt Coast? =)

Andoran

Male Procrastinator 10/Daydreamer 15/Trivia Buff 5

Both maps are coming through for me. I'm good to go.


Female Tiefling Bard 3

Nice! Very nicely made maps, and very helpful.


Same for me here, the maps are really helpful.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Bein'Meleth Rámalóce wrote:

@ DM: I'm liking the maps! Very nicely done for being hand drawn so quickly =). Btw where is the Salt Coast? =)

Drew them a while ago - for a different campaign set in the same world.

The Salt Coast consists of all the lands immediately to the east of the Salt Waste. It includes the stolen lands, The River Kingdoms and other areas further south and north.


General Bein'Meleth Rámalóce:
Kingdom Stat+3 Stability
Stats:
HP: 30/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Roger that, just wanted to make sure. =)


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

OK guys, looks like you're almost reday to set off. Before we begin in earnest I want to make a couple of points:

1: Each of the different countries in the Western Lands has a different language. The "common" tounge of Restov is "Pralen" whilst the common language of The River Kingdoms is "Illisarni". Given your backgrounds everyone can take both of these as free languages (Illisarni is spoken by most well-educated people). You are likely to meet speakers of both languages as you travel the Stolen Lands.

2: Not sure who would be best for this but, if possible could i get a volunteer to track what equipment is being carried by which mule so that, should one be stolen etc. we know what gear you're missing.

3: In this AP the timeline is quite important since weather etc. can make a difference to exploration rates. The current date is the 24th day of Calistril (we'll use the Golarian months for ease). This means that you're just coming to the end of winter / start of spring. I'll post the dates as they pass together with weather information (and its affect on travel time) at the start of each day.

4. As you travel I'll update the exploration map for you and mark in any places of interest. HERE is the map of the area.

The hexes that have bold outlines are already known (Hexes 1-10)
Your charter is to explore everything down to Hex 49. Hexes 50-77 are out of the area your charter gives you licence to explore.

What do you already know?
Most of the Southern part of the area is forest: "The Narlmarches". Most of the Norhern area is rugged hills - "The Kamelands".
There are at least three major rivers in the area (The "Skunk", "Thorn" and "Shrike") which feed into a lake in the East (The "Tuskwater") in addition to smaller streams and brooks.

This is the information provided by trappers etc. but is not sufficient for a detailed map - that's why you guys are exploring afterall. :)

That's it for the moment.

P.S. Remember I'll be re-skinning alot of the mosters etc. so that you won't necessarily know what you're fighting out of character!

P.P.S When i'm desribing military officers, soldiers etc. you should think of these types of uniforms. (no i didn't draw them - wish i could!)


General Bein'Meleth Rámalóce:
Kingdom Stat+3 Stability
Stats:
HP: 30/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Sounds good to me, I love when monsters get mixed up. Keeps you on your toes and guessing.

I have been trying to role-play Bein's age as best I can, along with the fact he isn't very familiar with the niceties of talking to nobility. Thats why with Volpo and Jack he has an easier time talking to them, since they are more akin to some of the Border Wardens he rode with before. Also, when he says something proper or flowery he has had some 'help' learning some of what you say or how you act from the various members in his family. He's learning. ;)

I can keep track of the mules if nobody else wants to ^^ I'll just add it into my profile. Up to you guys ^^


General Bein'Meleth Rámalóce:
Kingdom Stat+3 Stability
Stats:
HP: 30/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Okay so i've been setting up the Mules on my profile (its at the bottom) just to have it ready in advance. Although I was assuming since the Healers kit is 50gp that we could only get one and the Bloodblock was 25gp each so I only put 2 = 50gp on the mule. Just wanted to put this here so you can correct me if i'm wrong ^^;;;;

Also i'm still trying to place the astrolab and such. Which if Bein'Meleth is taking care of the mules then he would find it difficult to just put them on a mule. Especially if he knows how expensive they are, but he couldn't carry them in his gear bag for fear of breaking them when we eventually encountered bandits.

Edit:Right now though the items are staged on the mule with the least amount of burden, to prevent shifting gear from crushing those items and easier to find/draw out when we need it.

Just a thought, perhaps whoever is the best cartographer in the group should carry and take care of those items.


M Half-elf Ranger (Skirmisher) 3/Rogue 1 HP: 21/25 | Init: +5/7 in forests | Perc: +11/13 in forests | AC: 17 | Touch: 13 | FF: 13 | CMD 16 | Fort: +2 | Ref: +8 | Will: +3
Spoiler:
Ac+7|DD+7|HanAm+4|Hl+7|K(G)+8|K(N)+8|Ri+6|SenM+8|Stlth+14/16 in forests|Sur+12/14 in forests

Jack has Knowledge: Geography if that helps with the astrolabe situation. He may keep them on a mule if they weigh him down (I need to check the weights).


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Jack Ciarathan wrote:
Jack has Knowledge: Geography if that helps with the astrolabe situation. He may keep them on a mule if they weigh him down (I need to check the weights).

The Astrolabe is contained within a padded wooden box when you are presented with it. This should protect it from the weather and most types of direct damage.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Let's just move the speed question discussion here.
Just to add my two cents, let me remind you that Finnabar is lame. So his speed is 20', but he is unaffected by encumbrance. That will slow us a lot, but I think it fits better with the character and the low magic world than the other curses.

One last thing about that, as Finnabar is going to go only oracle for half the levels, would you agree to have his paladin level count as oracle level ONLY for the effect of the curse. That should not be world changing as it will only make Finnabar immune to fatigue by level 5 and exaustion by level 15. For the rest of the powers of both oracle and paladin, levels should not stack.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Finnabar d'Orlovsky wrote:
Let's just move the speed question discussion here.

Yeah,... I should have done that a while ago.

Finnabar d'Orlovsky wrote:
would you agree to have his paladin level count as oracle level ONLY for the effect of the curse.

I'm fine with that since the curse doesn't scale whilst the benefit does.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Bein'Meleth Rámalóce wrote:

Okay so i've been setting up the Mules on my profile (its at the bottom) just to have it ready in advance. Although I was assuming since the Healers kit is 50gp that we could only get one and the Bloodblock was 25gp each so I only put 2 = 50gp on the mule. Just wanted to put this here so you can correct me if i'm wrong ^^;;;;

Coming back to your mule comment on the main thread. As a player, I think your character should be the one looking after the mules as he is the best rider by far. During the day travel, it's better if your character keeps his mobility to scout and react to threats. So Xafina, Finnabar or Volpe can lead them.


General Bein'Meleth Rámalóce:
Kingdom Stat+3 Stability
Stats:
HP: 30/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

So if I understand you correctly when we are camping I will take care of the mules and such. But while we are on the move you guys will lead them?

Sorry, i'm a bit brain dead today lol ^^;


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Bein'Meleth Rámalóce wrote:

So if I understand you correctly when we are camping I will take care of the mules and such. But while we are on the move you guys will lead them?

Sorry, i'm a bit brain dead today lol ^^;

That's my suggestion. But it's up to you.


General Bein'Meleth Rámalóce:
Kingdom Stat+3 Stability
Stats:
HP: 30/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Roger that, sounds good to me :) especially since the mules moved alot slower then I thought xD. Thanks bud~ :)


General Bein'Meleth Rámalóce:
Kingdom Stat+3 Stability
Stats:
HP: 30/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

How many days does it take us to get to oleg's btw? that way i can keep the supplies updated, unless everyone is eating from their personal rations >.>;

Just don't want any clerical errors on my part lol. ^^;


Female Tiefling Bard 3

Jack's eating from supplies (I assumed since we were supplied for the group I didn't get extra separately--plus didn't want to weigh him down).


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Bein wrote:
How many days does it take us to get to oleg's btw? that way i can keep the supplies updated, unless everyone is eating from their personal rations.

The whole journey (25 Calastril to 1 Pharast) is 6 days inclusive. call it 5 days of food since you're being fed on the 1st of Pharast by Svetlana.

Note that this is assuming that you're not hunting (which will slow you down) or trying to trap Teppecs at night (which won't).


General Bein'Meleth Rámalóce:
Kingdom Stat+3 Stability
Stats:
HP: 30/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Just to clarify, when Bein talks about both Finnabar and Xarafine when he tells people that it is up to them blah blah. I'm trying to roleplay it more like a 'pure' noble and a cleric/teacher of the church are much higher ranking then a Border Warden/Initiate of the Sword. So he defers to both their judgement but ultimately he follows Finnabars orders ^^d. He doesn't want to offend either of them =).

I only wanted to clarify because it may seem like i'm acting on your backgrounds but i'm not. Until otherwise told he has no idea about anyones connections other then what he is told.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Bein'Meleth Rámalóce wrote:
Just to clarify, when Bein talks about both Finnabar and Xarafine when he tells people that it is up to them blah blah. I'm trying to roleplay it more like a 'pure' noble and a cleric/teacher of the church are much higher ranking then a Border Warden/Initiate of the Sword. So he defers to both their judgement but ultimately he follows Finnabars orders ^^d. He just doesn't want to offend either of them =).

I like the way you are playing your character.

As this is a game and not RL military situation, even if there is a "leader", everyone has his say and decisions are group decisions. So don't worry about "offending " characters, you'll see Finnabar defer to Xarafine as well.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Remember that Finnabar is the official leader of the group (reports back etc.) but that doesn't mean you have to defer to him on everything - Kind of depends on his leadership style etc. (this doesn't mean that i want you to do this, only that there won't be many in-game repercussions - You're not going to get fired or anything. :)

Silver Crusade

Male Human Grognard 15/4E 1/Pathfinder 5

I think after this first fight we'll feel a lot more like a typical adventuring party. Once things get going, Volpe will get a bit more impulsive, I just didn't want to get too obnoxious before we've all got a feel for our PCs and each other.


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

The map shows catapults in each of the corner towers. Does the trading post, in fact, have these catapults, or is the map being used a generic fort (an thus not really there for the scenario)?

If the catapults are actually there, then Xarafine will suggest making use of them by turning one of them around to face the courtyard, cranking it only so much to make a short lob into the center area (where the bandits are likely to be standing at the moment of confrontation) and then loading it with rocks and firewood and other heavy debris.

What I was thinking is marking out a "kill zone" in the courtyard and arrange things in such a way that the bandits stop within that area when the enter the trading post. Have someone manning the catapult with a readied action to fire at Finnabar's command.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

From Hypermenopterix description, the catapults are out of use. they need a few weeks repair to work.


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Oops, I missed that. Oh well.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Finnabar d'Orlovsky wrote:
From Hypermenopterix description, the catapults are out of use. they need a few weeks repair to work.

That's correct, the catapults are out of action.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Sorry for the lack of posts recently. My wife and both daughters have been ill last week and while they were all better, the older one has caught something else. This is the first time I can sit in front of the computer for all the week-end.

I'm just going to add suggestions ooc because I do not have the time to put them in game terms.
for the ambush, I suggest Beim hide in the stables, Volpe behind the Guest house and Xarafine and Finnabar in the storage Pen if possible.
Volpe should then come out to block the men's escape.

For the net, we can just lash the tents canvas to the makeshift rope net. Those tents already have everything we need to lash them to the net. It wont last long but will prevent thm from running out.


Male Human Rogue 1 (Swashbuckler)

Sounds good. I can sneak behind them and ready a shot while Finn and Xara make their challenge.


Female Tiefling Bard 3

Sounds good to me too!

BTW, I know Jack isn't talking much to the party when not planning. He's worked his way into my head as a bit shy. this is not ME ignoring you all, this is how the character seems to be working out. He IS a team player, just not a talkative one. If anything seems problematic please let me know so I can adjust if need be.

Silver Crusade

Male Human Grognard 15/4E 1/Pathfinder 5

Just re-dotting. Paizo had some technical problems.

Andoran

Male Procrastinator 10/Daydreamer 15/Trivia Buff 5

re-dotting


General Bein'Meleth Rámalóce:
Kingdom Stat+3 Stability
Stats:
HP: 30/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

dotting?

Ya that technical problem caused me to have to reset all my preset pages on google chrome -.-; but i'm here as well lurking until something happens lol

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