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Hymenopterix's Colonies of the Salt Coast

Game Master Electric Monk


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Silver Crusade

Male Human Grognard 15/4E 1/Pathfinder 5

Hymenopterix knows best what's coming up to face us, but it seems like we're doing OK in combat. If anyone else is worried about the healing issue, I'm not sure that changing armor is the way to go. LIke DQ said, damage conversion could get fiddly really quickly. If healing becomes a huge concern, Reserve Points might be a simpler way to handle it. If nothing else, this option would help keep healing potions from becoming illogically common.


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
Shadewest wrote:
Hymenopterix knows best what's coming up to face us, but it seems like we're doing OK in combat. If anyone else is worried about the healing issue, I'm not sure that changing armor is the way to go. LIke DQ said, damage conversion could get fiddly really quickly. If healing becomes a huge concern, Reserve Points might be a simpler way to handle it. If nothing else, this option would help keep healing potions from becoming illogically common.

Not sure that this system is any simpler, at first glance, than the conversion system - you still need to track non-lethal damage, but also need to track reserve points. So there's a bit more record-keeping involved?

- I'll check out some other forums etc. for possibilities. This AP isn't very time-dependent so there should be plenty of opportunity to rest between most fights whilst potions and casting will get you through most fights. If you reserve potions for in-combat use this should work out OK.

Regardless of system, i'll look for quicker non-magical healing that can scale with level (possibly healing a standard proportion of HP for each day of rest rather than a set number).

Stand by for a complete work-up. In the meantime we'll stick with standard rules.

Silver Crusade

Male Human Grognard 15/4E 1/Pathfinder 5

I think you misread how to use reserve points. There's no need to track nonlethal damage unless you actually take it from a standard method. Regardless, I'd rather stick to standard rules unless there's a huge problem. Right now I don't see one.


Female Tiefling Bard 3

Xerafine/Cuculainn:

Spoiler:

After the whole healing discussion and everyone telling me, don't bother: I really wish you had weighed in OOC before making the rolls IC.

I feel very frustrated that we had a discussion ooc and then you just went against it without saying anything. The IC action is fine, but the way you went about it smacks of a sort of one-upsmanship. Very unlikely your intent, I'm sure. But it's easy to misunderstand these things in this kind of medium.

Andoran

Male Procrastinator 10/Daydreamer 15/Trivia Buff 5

Deathquaker:

Spoiler:

If I did something to upset you, I apologize.

What I was doing was trying to roleplay the situation on-going. Xarafine is concerned with the condition of everyone after the battle, and making certain that they are fit to travel.

The discussion here, as I read it, was pertaining to any variant rules about reserve hit points and whatnot. I am fine with whatever system is settled on in that regard.

I made the healing checks simply to reflect, mechanically, that Xarafine was being something of a Mother Hen, and having none of the stoic "'tis but a scratch" statements made by the men.

The roll results are there for Hymenopterix to use or ignore as he sees fit, pending the outcome of any rules adjustments.

Again, I apologize if this was interpreted as anything else.


Female Tiefling Bard 3

Cuchulainn:

Spoiler:

There was an earlier discussion about healing, that was split between here and the IC thread---which based on what you said, I will assume just got lost in the shuffle from all the other discussions going on as well. It all wasn't very clear to begin with anyway.

Thanks very much for clarifying--sorry if I'm being oversensitive about stuff, but I figured it was better to say something and get your explanation than misinterpret the situation and have it impact my further interpretations of gameplay down the road. :)

I am not very experienced with pbps and still getting used to how communication works in them. Please bear with me.

Andoran

Male Procrastinator 10/Daydreamer 15/Trivia Buff 5

Deathquaker:

Spoiler:

No problem. It's always better to clear the air than to let things fester. The game should be fun, and if I'm doing something to ruin your enjoyment of it, I'd rather know, so I can adjust, and make the experience enjoyable for us both.


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

@ DM: Is there any feats in the CORE or APG you don't allow?

I was looking at making Bein into a bruiser but it will use the Vital Strike tree as a large part. I'm trying to figure out a good feat/class progression that will not only make sense for the character but keep him at least a decent if not good damage dealer as well.

I also understand that Vital strikes has a lot of... debate about how it works and if you have a more personal way on how you see it used then i'd love to hear it. But if not I will do my best to follow what they errated and so far its a lot more clear then before (Which is awesome!).

Part of the build will require me to pick up 3-4 levels of fighter and taking the Two-Handed Fighter progression, which will give him over hand chop and increase his damage dealing significantly. I'm trying to go for a mixture of mounted and foot combat ability, he won't be as good as a character with a single focus but he will at least be versatile enough for both overland combat and dungeon encounters. But this is all a WIP so I'm just making sure ahead of time i'm not going in the wrong direction :).


Male Human Paladin 2/Oracle of Battle 2 HP: 34/34 | 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 will be mostly off till next Friday (the 31st) as I am travelling to see my family them my in-laws. I'll post when I can but do not hesitate to take over Finnabar to get the story going.


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: Is there any feats in the CORE or APG you don't allow?

I also understand that Vital strikes has a lot of... debate about how it works and if you have a more personal way on how you see it used then i'd love to hear it. But if not I will do my best to follow what they errated and so far its a lot more clear then before (Which is awesome!).

I'll allow all feats from CORE and APG. I'll need to look at the errata for Vital Strike and get back 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~ :D


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

Hi guys,

Just wanted to ask what everyone thinks of the adventure so far,.. it seems like a good opportunity to make changes etc. if necessary, to the way we run combat (eg. posting the maps etc.), the pacing, the flavour and the world in general before you start your exploration.

If you have any concerns or ideas now is the time to bring them up.

PS. If you have any further questions about the world etc. just ask.

Cheers,


Female Tiefling Bard 3

I think overall it's going very well and I'm enjoying myself. I sometimes question my own decision to play a reticent character because he doesn't have much to say but please don't take that as disinterest in participating--quite the opposite.

Combat ---

The maps are great. If they don't work, I've sometimes just drawn up quick ASCII maps for quick reference, e.g.:

xxxxxxx
xxJxxXx
xFxxVxx
xxxMxxM

Where x's would be floor tiles and capital letters names of characters (with "M" for monster in the above illustration). I prefer the nice pretty picture maps provided by the GM for extremely obvious reasons, but if something's unclear, sometimes "drawing" it out in a post can help, in ADDITION to using the maps provided by the GM.

My one minor wish would be that people actually posted precisely in initiative order, but I also understand why that's infeasible when everyone doesn't get online at the same time, and I think the way we've been doing it has worked pretty well.

Regarding the world, do you have a document you could upload that we could read? I try to review the stuff written in this thread but sometimes there's a specific answer to a question that I can't find when just scanning through it. For example, I've been trying to find the names of the gods and haven't been able to.

I'm also VERY up for suggestions and questions regarding how I play Jack.


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

Good feedback, I'll try to get a world doc sorted out for reference. Some of the info would be the first few posts of this thread and, as a reminder from the initial recruitment thread the gods are:

Belan god of War
Maleia goddess of Death
Parfan god of Fire
Serafina goddess of the Heavens (including the sun, stars and moon)
Viarda goddess of Brith and Farming
Fillan god of Learning
Lythan god of Artifice
Ekelan god of the Sea
Susara goddess of Storms

With the maps, I'll try to include ASCII maps where possible although these tend to be better for enclosed spaces and there will be more-than-average open-air encounters in this AP.

As far as playing Jack,... Maybe he'll loosten up a bit as he get to know and trust his companions?

Andoran

Male Procrastinator 10/Daydreamer 15/Trivia Buff 5

I am enjoying things so far. The character interactions have been enjoyable, and we seem to be developing some team tactics, which is great.

Hy: I enjoy when your descriptions provide some exposition about the particulars of your campaign world. I've been trying to keep a little notebook of these details, so that I can base Xarafine's dialogue and actions more firmly in your world.

This is my first attempt at playing a character of the opposite sex, so if Xarafine's reactions don't seem natural or believable, just know that she's a work in progress.

I'm certainly open to advice if anyone wishes to offer suggestions.


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

No complaints from me ^^

I like hows its going so far, if anyone has any issues with me let me know~

I have been trying to roleplay Bein about the same as we first started, i have been having some issues going on IRL but I have tried not to let it affect our game. ^^

I know he is a bit overzealous about blocking any attempts on Xarafine and Finnabar's life but he's trying to fulfill his duties as a bodyguard of sorts. If it seems he's taking charge its only because he wants the enemy to take the first shot at him, he effectively believes he's more expendable then Finnabar or Xarafine. That and he also believe that his armor will protect him~ ;) for now anyway lol. More and more though Bein will reveal himself, such as his odd little prayer he said, its just apart of who he is~

I haven't had any issues or any suggestions for anybodies characters and I think it is awesome how everyone has been playing anyways. It is very believable and most definitely a ton of fun.

@Hy / Everyone One thing that I could suggest is that perhaps when we get into a combat situation is that the DM roll initiative and that way the order is established and we aren't waiting on each of us to make the roll. It's something I see that is common in some of my other pbp's, it saves some time in the long run. I don't mean to suggest more work for Hy by no means and I don't mind if you make rolls for my guy to speed things along. =)

Anyways thats all from me~ =D

Other then that it's been fun and I too have been making little notes about the world at large, its very cool how you have spiced things up by changing the AP to fit your world. Top Notch work sir =D


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

Will do (init rolls) and other rolls where appropriate. - good thinking.

Bein wrote:


Other then that it's been fun and I too have been making little notes about the world at large, its very cool how you have spiced things up by changing the AP to fit your world. Top Notch work sir =D

*blush*


Female Tiefling Bard 3
Hymenopterix wrote:

Good feedback, I'll try to get a world doc sorted out for reference. Some of the info would be the first few posts of this thread and, as a reminder from the initial recruitment thread the gods are:

Belan god of War
Maleia goddess of Death
Parfan god of Fire
Serafina goddess of the Heavens (including the sun, stars and moon)
Viarda goddess of Brith and Farming
Fillan god of Learning
Lythan god of Artifice
Ekelan god of the Sea
Susara goddess of Storms

Rawk! Thanks. I could not find that.

Quote:
With the maps, I'll try to include ASCII maps where possible although these tend to be better for enclosed spaces and there will be more-than-average open-air encounters in this AP.

Agreed. I should also note that I meant to suggest to everyone, players included, to try the ASCII map if they feel they need to (to depict a complicated move, etc.). It's to help the GM, not make more work! :)

Quote:


As far as playing Jack,... Maybe he'll loosten up a bit as he get to know and trust his companions?

He is, slowly. :) I'll work on it.


Male Human Paladin 2/Oracle of Battle 2 HP: 34/34 | 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've added a new Quest/information spoiler on Finnabar Character sheet (at the bottom). I'm going to use it to remember the "quests" and critical information so that we do not loose too many things.

To also come back on the game as it is going, I having lots of fun up to now and the fact that you've revamped the monsters is a big plus to me. It adds a lot to the world.

DeathQuaker, one suggestion I can add: as Jack is our cartographer, can you keep in your character profile a link to the last updated map we have (I've linked it in my last post on the IC thread) for easy reference?


Female Tiefling Bard 3
Finnabar d'Orlovsky wrote:

I've added a new Quest/information spoiler on Finnabar Character sheet (at the bottom). I'm going to use it to remember the "quests" and critical information so that we do not loose too many things.

To also come back on the game as it is going, I having lots of fun up to now and the fact that you've revamped the monsters is a big plus to me. It adds a lot to the world.

DeathQuaker, one suggestion I can add: as Jack is our cartographer, can you keep in your character profile a link to the last updated map we have (I've linked it in my last post on the IC thread) for easy reference?

Done! Great idea.

Thanks for quest tracking.


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 we did end up selling the 471 Crowns worth of stuff to Oleg right? Just want to update the sheet lol ^^;


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:
So we did end up selling the 471 Crowns worth of stuff to Oleg right? Just want to update the sheet lol ^^;

I'm pretty suree that's 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

K I will remove the items from the sheet then and update the Phat Pile of crows we are collecting thus far~


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, had a comp failure there but i'm back online. The loot sheet is updated and ready to go let me know if there are any errors =) Hopefully not, but I have been up 16-18hrs a days for a week now :P Woo Work~

Cheers ^^


M Half-elf Ranger (Skirmisher) 3/Rogue 1 HP: 25/25 | 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

Yikes, hope you got some rest, Corerue.

Sheet looks great.


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

Hi Guys,

Since i have no gaming group at home i just wanted to boast about getting good feedback on my Superstar submission... I didn't think i'd get responses nearly this good for a first time entry!

Torc of Totemic Form:

Torc of Totemic Form
Aura moderate transmutation CL 10th
Slot neck; Price 20,000 gp; Weight 1 lb.
Description
This torc, made of twisted bone and ivory, bears a series of highly stylised animal carvings along its outer edges.
Once per day the torc can be used, at will, to transform the wearer into an animal form (as per the spell beast shape III except as noted blelow) for a period of up to two hours. The type of animal transformed into is determined by the wearer's alignment and highest of the statistics Intelligence, Wisdom or Charisma, according to the table below.

.....................Int........Wis.........Chr
Good........... Fox*......Owl........Hawk
Neutral.....Weasel....Lizard......Cat
Evil.............Raven......Rat........Viper

* Fox should be treated as a dog with the young template

Changing form (to an animal or back) is a full-round action and provokes an attack of opportunity. The wearer's appearance in animal form is in all respects typical for an animal of the appropriate species of the same sex as the wearer. Should the wearer's alignment or statistics change for any reason after their first use of the torc, the type of animal polymorphed into does not change.

If the wearer of the torc is affected by any spell or other effect which would polymorph her into an animal (such as baleful polymorph), she may elect to ignore all effects of that spell and instead be affected as if she had used the torc normally. Once used, the torc can not be used by any other person unless the previous wearer has died.

Construction
Requirements Craft Wonderous Item, beast shape III or Wild Shape (4/day) ability; Cost 10,000 gp

Neil Spicer wrote:

Torc of Totemic Form:

*...Kind of intriguing in a couple of ways to me. One, you know those times when you find an item that just lets you polymorph into a bat (i.e., a cloak of the bat)? Or some other singular animal totem. And yet, your character doesn't especially identify with that animal, so he or she isn't really interested in using that magic item. So, you sell it and use the gold on something else. What I like about this item is that it adapts to the user. And it levies an interesting mechanic (i.e., alignment paired with highest mental attribute) to determine what your animal "avatar" will be. Flavor-wise, I think that's cool.

*...the notion of shielding the wearer against baleful polymorph by changing that spell to simply force the wearer into the animal form provided by the torc is a fairly interesting defense.

*...There are, however, two things I don't like about this item. One, the animal doesn't change if the wearer changes alignments (I think it should). And two, the item can't be used if stolen from someone. You have to kill them before you can make the power your own. I don't care for that.

*...I'm kind of on the fence with this one. What say the rest of you?

*...This designer is a fox furry. Or some other kind of furry.

*...This item is weirdly about controlling, not about change. It's about locking in an alternative animal form, and ensuring that nobody will take that control away (since PCs rarely really "die" anymore).

*...Had this item been more flexible (attunement not death required to use it, shape fixed by runtime alignment/ability score, etc), I think it would have been Superstar. As it is, it's a custom one-off answer to a person-specific peeve. Vote to Reject.

*...I'll come off the fence and say this one just doesn't have enough mojo to convince me to support it.

*...Rejected.

My response:

Wow,.. Thanks for the great feedback - Have to say that i'm VERY happy to have got so many positive comments :)

Just to address particular points..

Changing form when alignment changes - Yeah i wasn't sure about this, actually added this bit in at the last minute (doh!)

The designer is a furry? - NO, a thousand times no! - Just a Biology geek, not into anthropomorphic stuff AT ALL!

Attunement would have been a much better idea than death to use. I added this so that a party couldn't simply swap the item around between PCs depending on the situation but a day or two to attune would have been equally effective and better!

Thanks again for the feedback - you guys are amazing for providing this to contestants!

Andoran

Male Procrastinator 10/Daydreamer 15/Trivia Buff 5

Very cool!

I submitted an item that also didn't make the cut. I'm chalking it up to a learning experience.

My item, as submitted:

Spoiler:

Spellshears

Aura moderate divination and abjuration; CL 6th

Slot none; Price 72,300 gp; weight 0.5 lb.

Description
Apart from its fine craftsmanship and arcane markings along its blades, this item resembles a common tool for shearing wool. When grasped by the handle, the shears allow the user to see spell effects currently active on an individual creature or location. The spells appear to the user as colored threads wrapped around the target. If multiple spells are in effect, each thread will appear to be a different color. By making a successful Spellcraft check, the user of the spellshears may identify the spell corresponding with a specific thread. If multiple threads are present, a separate Spellcraft check is required for each thread the user wishes to identify. Once the spell-thread is properly indentified, the user may attempt to cut it, and therefore end the spell effect. Against a creature, the user must first make a successful touch attack against the target, and then a successful dispel magic attempt, per the spell description, using the item’s caster level. If the Spellcraft check is unsuccessful, the user may still attempt to cut an unidentified thread at a –4 penalty. If more than one such thread is on the target, the one severed is chosen by the GM. The user may make as many dispel attempts against the target in a round as she has attacks, but an attempt may not be made against the same thread more than once. If used against an object or location bearing a spell effect, no touch attack is required. Spells unaffected by dispel magic, spells with instantaneous effects, or spells not affixed to a creature, object, or location cannot be affected by spellshears.

Construction
Requirements Craft Wondrous Item, arcane sight, dispel magic; Cost 36,150 gp

Judges' Comments:

Spoiler:

*...Not really a fan of the reusable, "iterative attack-based" dispel magic shears...even at this price. Vote to Reject.
*...It's a plot device. At first I was going to dismiss it just for that alone but then I started thinking of enough reasons to carry this around without a specific plot point in mind. Then I was going to dismiss it because I expected it to be too cheap. But at 73K, I see this as something that a medium level character may actually invest in (or be happy to find), and which would have a lot of uses (petrifications, for example).

*...I'm less enthused about the idea of using it offensively. Up against a planar outsider, a powerful undead, or an abomination, is someone able to make the Spellcraft checks going to be surviving within touch attack range?

*...What's the caster level of this item?

*..."Against a creature" is vague. "Against an unwilling opponent" would be better.

*...OK, after thinking about all these things, I end up at Reject but this could be retooled for next year I think.


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

Nice,...!

The thread effect of magic reminds me a bit of the Wheel of Time description of detection. Nice to get a comment about "retooling" for next year!


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

Jack and Volpe are a pair of pranksters too =O! lol jack in the box, except the jack is replaced with something more interesting? That is awesome =) can't wait to see what you come up with lol


Male Human Paladin 2/Oracle of Battle 2 HP: 34/34 | 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

Resurrecting the OOC thread for tactical discussion.

I've reviewed our equipment and only Bein and Finnabar carry oil that could be lit to damage the small spiders. I propose that someone grabs Bein lit torch and gets ready to use it. In the mean time, Bein and Finnabar will sheathe their weapons and retrieve their oil. Then the last two can take it, throw it to the swarm and the torch bearer can lit it.

What do you think?


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

Lets go with Finnabars plan (A). =)

I was thinking the same thing but a more... volatile idea. If I can't break away from the swarm, we may have to douse me with the oil and Bein can light himself on fire. Sounds crazy but swarm fighting is a pain.


M Half-elf Ranger (Skirmisher) 3/Rogue 1 HP: 25/25 | 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

I think that's a good idea -- I was wondering who had the torch. :)


M Half-elf Ranger (Skirmisher) 3/Rogue 1 HP: 25/25 | 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

Since Bein has withdrawn: should we all withdraw to then set the fire safely?


Male Human Paladin 2/Oracle of Battle 2 HP: 34/34 | 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
Jack Ciarathan wrote:
Since Bein has withdrawn: should we all withdraw to then set the fire safely?

We can do that. Finnabar will move back as well and take out his oil flask.


Female Tiefling Bard 3

Hymenopterix--Apparently there is some way to tie PbP campaigns into a central management system now. You may wish to look into it! :)


Male Human Paladin 2/Oracle of Battle 2 HP: 34/34 | 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 delay. I just wanted to have a quick poll about our next actions. With these decisions, even if we should not be able to debate things in game, I think it's better all the players agree on what we should do.

So the question is: do we want to flee the scene, whithout having much time to cover our tracks or do we want to try to confront them, despite the fact we don't speak their language?


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

discussion is fine:.. You've got enough time for a whispered conversation at the top of the stairs.


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 17 | Touch: 16 | FF: 14 | 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

Ridiculously Far-fetched Idea I - A: I could use my bardic fascinate ability on the first creature to come through the curtin. Being first level, I can only affect one, but perhaps we could pull off some sort of deception - perhaps confuse them into believing that Xarafine was some sort of spirit incarnation of the Spider-Queen.

Ridiculously Far-fetched Idea I - B: If we wanted to go for reaaaaalllly wacky, we could run up the stairs, gut the carcass of the giant spider and stuff Xarafine inside it; then have her emerge (while using her fascinate ability) as the Spider-Queen Reborn when the creatures find the spider's corpse.

More Practical Idea II: Start a fire throughout the area of the spider's lair to destroy the evidence of our foray into their temple, and beat feet out of there as quickly and quietly as possible. Come back later when diplomacy can be used, and feign ingnorance as to why their Spider-Queen burned to death.

Practical (but ruthless) Idea III: Ambush them, and pick them off one by one. Burn the bodies, and hope no one comes looking for them.

Quick, but short-sided, idea IV: Sneak out as quickly as possible, and hope they don't see us and track us down.

Those are just off the top of my head, and I'm more than open to other suggestions. Perhaps some of this rambling post will be the seed for a much better idea.


M Half-elf Ranger (Skirmisher) 3/Rogue 1 HP: 25/25 | 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

I would vote for dressing Xarafine in the spider corpse, except I doubt we have time to actually make that work properly. :)

My thought is run away, cover our faces with cloaks so we aren't easily recognizable, try to use stealth. IF THAT FAILS and they catch up with us, have Xarafine use her bardic abilities to the best she can to stop or stall them.


Male Human Paladin 2/Oracle of Battle 2 HP: 34/34 | 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 quite like the spider queen thing as well but it is not feasible, I fear.

Fire-wise, I think we have burnt quite a lot of the spider-webs while fighting with the spider swarm. We could set fire to the web in the stairs.

About ambushing them, I'm afraid there is no way for Finnabar to agree with that as they are not hostile like the bandits before.

So unless every one is for the spider-queen transformation, we need to run out.


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 17 | Touch: 16 | FF: 14 | 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

So what's the verdict? Are we vamoosing or are we gonna try the ruse?

If it comes to a show of hands, I'd like to go for the deception. Even if it fails, I think it would scatter all kinds of interesting plot seeds ahead of us.

That being said, I'll happily go along with the majority.


Male Human Paladin 2/Oracle of Battle 2 HP: 34/34 | 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
Xarafine wrote:

So what's the verdict? Are we vamoosing or are we gonna try the ruse?

If it comes to a show of hands, I'd like to go for the deception. Even if it fails, I think it would scatter all kinds of interesting plot seeds ahead of us.

That being said, I'll happily go along with the majority.

I was waiting for both Bein and Volpe to comment, but if there is only the three of us, let's go for the spider queen thingy. Please, go ahead and lead the show, it's your idea.


Male Human Paladin 2/Oracle of Battle 2 HP: 34/34 | 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
Jack ciarathan wrote:
Hmmm. I've been torn between staying ranger and taking a level of rogue--since they've been doing some searching for traps and lots of being sneaky (and Volpe's a swashbuckler so he doesn't have trapfinding). I think I'll go for ranger 2 for now and take rogue another level, but any thoughts?

This is a low magic world and anyone with perception can detect traps, so there's no real issue with that for the moment. I would suggest you stick to ranger for a few levels.

On another note, if we summarise what where we've gone according to jack map, we've been to:

10 Oleg's
17 Moon Radishes + Kobolds
18 Pranksters Fairies
19 Dead Hunter
25 Bandits
26 Temple/Pterans
32 ?
The 32 hexagon is the one we're going to if we keep east.
We still need to go back to the moon radish field (hex 17) to get some for Oleg's wife. I propose we explore that one, then the 31, the 24 before going back to the 17.

As an add on, Hy, can you link this discussion thread to the campaign, it will be easier to follow that way.


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 17 | Touch: 16 | FF: 14 | 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

Xarafine's ready to go, except for her hit points. As per the original campain guidelines, she is taking a level of Monk (a non caster class) for level two.

DM Hy:

Spoiler:
May I use a skill point in Knowledge: Linguistics to learn the screechy Pteran language? It could be rationalized that her use of the Comprehend Languages spell opened her mind to grasp the intricacies of their strange tongue. I would like to go this route to further the missionary angle of Xarafine's duty to the expedition.

Hit point roll: 1d8 ⇒ 3


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:


As an add on, Hy, can you link this discussion thread to the campaign, it will be easier to follow that way.

... Done

Xerafine wrote:


Spoiler:
May I use a skill point in Knowledge: Linguistics to learn the screechy Pteran language? It could be rationalized that her use of the Comprehend Languages spell opened her mind to grasp the intricacies of their strange tongue. I would like to go this route to further the missionary angle of Xarafine's duty to the expedition.

xerfine:
Yes, but i don't want you heading straight back (rendering the stuff you've just done a bit anti-climactic. Instead, you will slowely gain knowledge of the language over the next week of game-time. Seem fair? (open to negotiation)

Male Human Paladin 2/Oracle of Battle 2 HP: 34/34 | 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

As planned, I'll go for Oracle of Battle.
For HP, should we roll or take half +1 ?


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 17 | Touch: 16 | FF: 14 | 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
Hymenopterix wrote:
Finnabar d'Orlovsky wrote:


As an add on, Hy, can you link this discussion thread to the campaign, it will be easier to follow that way.

... Done

Xerafine wrote:


** spoiler omitted **
** spoiler omitted **

Spoiler:

I agree. I want to maintain a coherency to the story as well. I figured I would either take the rank now, and have Xarafine find herself doing strange things, like dreaming of having conversations in Pteran, but forgetting the words when she woke, or doing the same thing, but not taking the rank until level 3. I'm fine with either.


M Half-elf Ranger (Skirmisher) 3/Rogue 1 HP: 25/25 | 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
Finnabar d'Orlovsky wrote:
Jack ciarathan wrote:
Hmmm. I've been torn between staying ranger and taking a level of rogue--since they've been doing some searching for traps and lots of being sneaky (and Volpe's a swashbuckler so he doesn't have trapfinding). I think I'll go for ranger 2 for now and take rogue another level, but any thoughts?
This is a low magic world and anyone with perception can detect traps, so there's no real issue with that for the moment. I would suggest you stick to ranger for a few levels.

I was more interested in the bonus to Disable Device and to Perception to find traps, as small as it might be, as it's multiclass. Plus sneak attack and at 2nd level rogue, take Fast Stealth. With Fast Stealth and eventual ranger speedy tracking he could be an awesome stalker.

But I also do want more ranger levels for wilderness abilities and to boost his bowmanship so I will go 2nd level ranger for now.

ETA: He should be leveled up now except for HP. I haven't assigned a favored class point either.

Quote:


On another note, if we summarise what where we've gone according to jack map, we've been to:

10 Oleg's
17 Moon Radishes + Kobolds
18 Pranksters Fairies
19 Dead Hunter
25 Bandits
26 Temple/Pterans
32 ?
The 32 hexagon is the one we're going to if we keep east.
We still need to go back to the moon radish field (hex 17) to get some for Oleg's wife. I propose we explore that one, then the 31, the 24 before going back to the 17.

Sounds good to me.


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 going to level Bein upto lvl 2 cavalier. I thought about cleric but I'm still thinking about a ftr cavalier setup that will be awesome at damage dealing in the future. =) I will post updates here in a bit =)


Male Human Paladin 2/Oracle of Battle 2 HP: 34/34 | 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
Finnabar d'Orlovsky wrote:

As planned, I'll go for Oracle of Battle.

For HP, should we roll or take half +1 ?

Hy, you haven't answered the hP for leveling up question: do we roll or do we take 1/2+1.

Another point for Bein/Corerue: can you add the egg, bear-like monster pelt , magic lance and twin stone daggers to the party inventory. Thank you.

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