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Kingdom Building for Beginners (Inactive)

Game Master robertness


301 to 350 of 437 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Grand Lodge

Male Gnome Elemental Sorceror 1 (HP 2/7)

Shix likes sleep, in fact Shix is contemplating curling up next to Vivian and napping on her.


Male Gnome Earth Oracle AC18, F+2,R+2,W+3, Init+2

Naughty gnome! Naughty naughty gnome!

Grand Lodge

Male Gnome Elemental Sorceror 1 (HP 2/7)

Just what are you insinuating? O_o


Male Gnome Earth Oracle AC18, F+2,R+2,W+3, Init+2

That you're trying to get out of guard duty
^_^


female Human Rogue (1)-AC 16 FF 12-Ini+3-BaB+0 (+3 ranged)- Ref+5 Fort +1 Will+2 -

Vivian could do some watching duty, having no spells to reload. Some sleep would be quite welcome too, as she isn't born to the saddle as Gordom.


Male Human Ranger/1; HP 9/11; AC 15/12/13; Init +2

I'm a ranger, not a Mongolian. Although, it does make sense for the Kahns to have taken several levels of Ranger...


female Human Rogue (1)-AC 16 FF 12-Ini+3-BaB+0 (+3 ranged)- Ref+5 Fort +1 Will+2 -

or they have a "born to the saddle" trait, with Ride as a class skill and a +1 bonus.


Male Human Ranger/1; HP 9/11; AC 15/12/13; Init +2

I think that's actually in the APH...


female Human Rogue (1)-AC 16 FF 12-Ini+3-BaB+0 (+3 ranged)- Ref+5 Fort +1 Will+2 -

just a question: is it allowed to "take 20" for perception rolls, if we walk real slow in a forest? How much would it add to our estimated travel time?


Male Gnome Earth Oracle AC18, F+2,R+2,W+3, Init+2

probably way too much


Male Human Ranger/1; HP 9/11; AC 15/12/13; Init +2

No, it is not possible to take 20 on a perception check. Taking twenty assumes that you are "Trying until you get it right". It only works on actions that you can fail and try again. So essentially, taking 20 is only applicable on the assumption that you are taking 20 times as long to do something.


Actually, the rules specifically call out Take 20 for searching for traps.

PRD wrote:
Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).

However, as Gordom mentions, it takes 20 times as long to Take 20, so you'd be giving the bandits a lot more time to realize Happs and his crew are missing.

And the roll from everyone isn't for finding traps. ;)


Male Gnome Earth Oracle AC18, F+2,R+2,W+3, Init+2

It's for spotting loot


Male Human Ranger/1; HP 9/11; AC 15/12/13; Init +2

For spotting that the trees are actually made of gold and magic items?


female Human Rogue (1)-AC 16 FF 12-Ini+3-BaB+0 (+3 ranged)- Ref+5 Fort +1 Will+2 -

Do the other bandits who spotted us have bows too? I'd like to know if I must shoot the one who wounded Gordom or if the other are potential threats.


The other two bandits have bows, but won't be acting this round.


female Human Rogue (1)-AC 16 FF 12-Ini+3-BaB+0 (+3 ranged)- Ref+5 Fort +1 Will+2 -

ok, thanks for the info! i'll let my first arrow fly to the bandit who hitted Gordom so!


Male Gnome Earth Oracle AC18, F+2,R+2,W+3, Init+2

Great screaming!


female Human Rogue (1)-AC 16 FF 12-Ini+3-BaB+0 (+3 ranged)- Ref+5 Fort +1 Will+2 -

whose turn is it to shoot?


I'm not picky about when players shoot as long as you don't take two shots before the next time the bandits get a turn.


Male Gnome Earth Oracle AC18, F+2,R+2,W+3, Init+2

\o/ house ruled!


female Human Rogue (1)-AC 16 FF 12-Ini+3-BaB+0 (+3 ranged)- Ref+5 Fort +1 Will+2 -

@ Robertness I have a healing kit in my equipment, noted one of my the first post in this thread.(here:http://paizo.com/campaigns/KingdomBuildingForBeginners/discuss ion&page=1, posted the 10th of March)
I edited my character's sheet for future references, and will add some background too maybe..


Thanks, Vivian. I didn't get that to your HeroLab sheet for some reason.

Which means that Gordom is completely healed at this point!


Male Gnome Earth Oracle AC18, F+2,R+2,W+3, Init+2

so uhm I don't get it. We get one move action and then there's combat.. with what? do we see anything? or is it just that our characters aren't aware of anything yet but we get to move them before something happens?


Franco's warned you that enemies are near. To see them, you'll need to get close enough and make your Perception rolls before they see you or wait until they attack you. (Which will require them beating the Stealth rolls you made earlier.)

Grand Lodge

Male Gnome Elemental Sorceror 1 (HP 2/7)

Can't quite remember, did we ever take time to rest/replenish our spells?


No, you haven't rested or replenished spells.


Male Gnome Earth Oracle AC18, F+2,R+2,W+3, Init+2
robertness wrote:
Franco's warned you that enemies are near. To see them, you'll need to get close enough and make your Perception rolls before they see you or wait until they attack you. (Which will require them beating the Stealth rolls you made earlier.)

Ok thanks, got it!


Male Gnome Earth Oracle AC18, F+2,R+2,W+3, Init+2

OH NO WAIT WAIT WAIT!!!! I somehow totally missed the part where Kessle showed up and almost killed Vivian who's standing next to me! Can I recall my action and just CLW Vivian? Pretty please?!?!?!?


@Juwwem: Sorry you couldn't post yesterday. I'll let you heal Vivian this round instead of running to Najara. Go ahead and get a correcting post up.


Male Gnome Earth Oracle AC18, F+2,R+2,W+3, Init+2

thank you! Correcting post is there.


Female Human Inquisitor/1

FYI, I'll be on vacation for the next few days until Wed of next week. I'll try to check in once or twice a day. But please feel free to direct my character as needed :)


Travel safely and have fun!


Male Human Ranger/1; HP 9/11; AC 15/12/13; Init +2

In absence of direction, Gordom will take pot-shots at whoever seems the biggest threat.


Gordom wrote:
In absence of direction, Gordom will take pot-shots at whoever seems the biggest threat.

And we'll know Gordom didn't roll them himself when he fails to do mass damage every time.

In other news, I'm shocked at how much more dangerous this bunch of bandits has been than the last two. They're pretty much statted out the same, but this crew has been making much better rolls. OK, in fairness, Kressle does have a few evil tricks up her sleeves.


Male Gnome Earth Oracle AC18, F+2,R+2,W+3, Init+2

Only halfway there? Am I missing something about the rules for running?

Grand Lodge

Male Gnome Elemental Sorceror 1 (HP 2/7)

If I don't post, Shix will try to move to catch multiple enemies in a burning hands, if he can't do that he'll use his elemental ray.


Male Gnome Earth Oracle AC18, F+2,R+2,W+3, Init+2

Standard options for Juwwem if I'm late again:

if someone's in dire need of healing (0hp or less): moving over there and cast CLW if available, otherwise he'll try to stabilize that person with a heal check if necessary.

when holding bow: shoot at last target, or shoot most dangerous foe, rest (random?)
when holding mace: move if no foe is close, wack last target, smash most dangerous foe, rest (random?)

Also imagine strange gurgling or rasping sounds coming from hsi mouth.


Juwwem Stonefriend wrote:
Only halfway there? Am I missing something about the rules for running?

Only thing you're missing is a GM who is really familiar with PF rules. You can get to Najara this round. Running's a full round action, so you can heal on your next round, yes? (Should have you there in plenty of time to stabilize Najara and probably get her back in the fight.)


Male Gnome Earth Oracle AC18, F+2,R+2,W+3, Init+2

wait what? back in the fight? are you crazy? people get HURT in fights. I think I'm going to hide between a log and a very angry inquisitor.

I'm constantly looking up rules too (when I type run I sight and open d20pfsrd.com and look up the running rules, happens all the time), when I GM in RL I have a designated rules-checker because I'm too busy doing the rest (mostly throwing amazing dice against the players and messing with their minds). I don't mind if you don't know all the rules, as long as you're somewhat fair (which is the case, YAY 4 U!!!)


female Human Rogue (1)-AC 16 FF 12-Ini+3-BaB+0 (+3 ranged)- Ref+5 Fort +1 Will+2 -

I'm trying to post regulary, if i'm not around here what Vivian will do against the bandits:

option 1 ranged attack
Vivian tries to sneak around, using cover at her best ability (Stealth) and fires arrow at foes

option 2 close combat
Vivian avoids it as long as possible, but will fight to protect a fallen friend. If a minor bandit tries to escape or surrender, she will let him do, and will stabilize anyone dying.
Of course, given the opportunity, Vivian will not go in one on one fights but will take advantage of double teaming, flanking opponents.
She may use Bluff or any underhanded tactic (throwing dirt to blind a foe or letting a flexible branch hit his face) in combat: she avoids killing if possible.

Vivain wants to keep at least one of the bandits alive, to ask them about the missing wedding ring.


Male Gnome Earth Oracle AC18, F+2,R+2,W+3, Init+2

Great tempo btw!


Male Human Ranger/1; HP 9/11; AC 15/12/13; Init +2

Juwwem, how do you get the Terran script that you always use? Do you just make it up?


Male Gnome Earth Oracle AC18, F+2,R+2,W+3, Init+2

No, that's what I wanted to do at first but takes way too much time/creativity so I used a website I found somewhere. It's not really what I wanted but it's probably the next best thing and seems to work pretty good textwise.

http://www.tilansia.com/langconvert.php

I use Al Bhed since it gives a decent outcome to what I'd think Terran could sound like and the others might still come in the game so I didn't want to use most of the other options.


Male Gnome Earth Oracle AC18, F+2,R+2,W+3, Init+2

We need to find something to do for all these former bandits we're collecting. Something that will keep them on the right path yet doesn't involve any major risks for other folks (like Oleg en Svetlana).

Let's find out what they're good at and why they joined the bandits. If they don't mind working hard we should be able to find something to do for them, otherwise we'll have to find other incentives.


Male Human Ranger/1; HP 9/11; AC 15/12/13; Init +2

One of us could always take the leadership feat (I was considering it myself). We are supposed to be laying the foundations for a future kingdom, are we not?


Personally, I like the idea of starting the Juwwem Stonefriend Reformatorium and Rock Quarry. j/k

All these bandits equal two have survived so far (OK, that's 40% of the party strength). Will go to three if you fetch Rolo's brother from Rostov.

Grand Lodge

Male Gnome Elemental Sorceror 1 (HP 2/7)

I always thought of myself as something of a *cough*cult*cough* leader.


Male Gnome Earth Oracle AC18, F+2,R+2,W+3, Init+2
robertness wrote:
Personally, I like the idea of starting the Juwwem Stonefriend Reformatorium and Rock Quarry. j/k

I like!

Quote:
All these bandits equal two

:D

Yes I figured Leadership would be something of a must have in this campaign but I wonder if the campaign doesn't have its own alternative for it.

Grand Lodge

Male Gnome Elemental Sorceror 1 (HP 2/7)

What would be the knowledge DC for recognizing Mites?

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