Kingmaker [PbP] (Inactive)

Game Master Jeff Przybylo


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LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:
Gavriil wrote:
If we fight an archer again the chances might be slim...

First I was like:

?

Then I was like:

:-0

Then I was like:

:)

Well played, Gavriil, well played.

Naralesh wrote:
I don't need to be able to see to summon, right?

Well, that's true. Plus, at level 5 Nora can tell you where to go and where to cast!


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

I do my best to keep audiences entertained, Talia.

And Nara, if you get completely blind, you can just have Nora climb on top of monsters and bark so you know where to shoot!


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)
Talia Khavortorov wrote:
Gavriil wrote:
If we fight an archer again the chances might be slim...

First I was like:

?

Then I was like:

:-0

Then I was like:

:)

First I was like:

:)

Then I was like:

.(


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

LOL


So I was debating just giving the AC of an opponent in the first round of a combat - maybe after the first attacks - just to make things go a bit smoother, AND allow you to post knowing the results of your attacks.

PROS:
Combat posting efficiency goes up.
RP opportunities in combat posts go up.

CONS:
Reduces the suspension of disbelief.

Let me know what you think. I'll be sending this out to all my games.


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

In the games I DM, I do that after the first round...
So the first round they don't know the weaknesses, DR, etc from the enemy.
The second round they should have a pretty good idea of them, so I do it to expedite combat, and let the players write about their hits and misses.


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

I think we can try it. If it messes with us too much we can stop.


Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

Agreed


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

I'm always down with ways to speed up posting in PBP games, as I think the big downfall of most games is sporadic posting by players. And I think you've got a good idea on one way to do so, OGGM. Combat, because it is so complicated, tends to bog down more than the RP aspects of PBP, I think. That said, I think this game moves at a pretty good clip most of the time. Good enough for sure to be sustainable in the long run. I think I can speak for everyone when I say that barring any crazy life events, the players are into this game for the duration, and we appreciate the work you're putting in.

Other ideas:

Something that I've seen that is very similar to how you do it, OGGM, is the grouping together of everyone by initiative. One GM I had would roll init similar to how you do it, and the the first round of the combat becomes round 0 (not a surprise round). This round is where the people that beat the bad guys' initiative go. Then on Round 1, the bad guys go, then all the PCs go. With everyone going in one group, most of the combats went pretty quickly - we usually got through at least one round a day. So, with our current fight, initiative would look like this:

Round 0: Naralesh, Gavriil
Rounds 1+: Skeletons, all the PCs

I've seen, but never played in, a game where the GM botted the last person to respond in combat every round if more than like an hour passed since the second-to-last person posted. That would get things moving! This method seems to take a little too much agency away from the players, in my opinion.

I've also seen games where players get botted after a set amount of time of no response, which I think would actually work pretty well with the first idea I posted above, as everyone goes in one group. But again, some may feel that it takes away agency from the players. I don't think this method does, as long as everyone knows that there is a time limit to post in combat.

Just my 2cp...


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

Oh, and I just realized - Talia will be using a lot of combat maneuvers when forced into melee combat, so posting a CMD would be helpful if we go this route.


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

I'm also up for knowing the monsters' AC. Speed is everything in PbPs, and anything we can do to hasten it will help. It doesn't bother me knowing the AC - I can separate OOC from IC pretty well. :)


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

Love the description of your summon ending, Naralesh!


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

Yes, very nice touch.


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

Thank you. :) Naralesh will definitely be summoning "Sparky" again - that little dog's got spirit!


Out for the holiday weekend here, will settle the cairn when I get back!


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

Sounds good! I'll be travelling for work Tuesday-Friday. Should be able to post at night, but please bot Talia if everyone is waiting on me. Assuming the creature in the darkness is undead, she'll be using some combination of Grease, disarm and trip, with CLWs from the wand if necessary.

Thursday may be a really long day - the odds of me posting then will not be good.

Thanks!


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

I've also been gone all weekend. Glad to see I didn't hold people up with my vacation!


I have returned, we can get this rolling again.


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

I'm going to be out of town visiting with my girlfriend till Thursday. I don't know if I'll be able to post, so go ahead and bot me if necessary.

And guys... we better not get taken out by a single skeleton in the middle of nowhere...


Guys, I am Origins this weekend, will be back Sunday.


Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

That's good 'cause I'm at Phenomemon and we have a long weekend here so will be back Monday late (probably Tuesday)


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

I can rarely post weekends anyways. :)


I have returned. Catching up at work, and will get going this evening.


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

Excellent


Sorry Nara, I HAD to do it!


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

sorry, I was away longer than I thought. Give me a few to get caught up.


Aw cmon...nothing for the icon for Nara's pony? celestial pony - Princess Celestia from My Little Pony??? My 8-year-old daughter's idea!


Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

sorry I missed the pun totally. as someone who doesn't watch My Little Pony I only recognised it and a My Little Pony and just thought that it was cute.


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

I don't see "My little pony" either... sorry I missed it, sounds like a good one!


I don't watch it either, but she does, so I thought of it right away. I needed her help to find the right one. Maybe ruined the darkness of the mood, but couldn't help myself.


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

I absolutely love the pony, hahahaha. I had to struggle to resist the urge to make the pony a reference to the show on my turn!

I love that show so much.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

Haha, I thought it was an actual Pathfinder token - I just assumed Celestial ponies look like that!

EDIT: Also, brilliant move, Naralesh! I hope it pays off for us!


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

I was out of spells and I was like "okay, time to be a hero!" I hope so too!


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

So, we're in B1 if I am reading the calendar correctly. Onto A1 (which still needs to be explored) and then home to Olegs?


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

Sounds like a plan.


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

ONWARD TO CONQUER A1!!!


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

WOO-HOO!

I'm traveling for work the next few days. I should be able to post at night, but please bot me if I'm holding anything up.


Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

Just letting everyone know that I will be insanely busy at work for the next week and a half. I will post when I can or when work gets too frustrating.


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

Level 3!
HP: Half + CON + Favored Class = 6 + 1 +1 = 8
+1 BAB
+1 Reflex Save
Paladin Ability
Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
She will take Shaken.
Holy Tactician Abilities
Tactical Acumen (Ex): At 3rd level, a holy tactician gains a teamwork feat as a bonus feat. She must meet the prerequisites for this feat. She gains an additional bonus feat for every four levels attained after 3rd, to a maximum of five bonus feats at 19th level.
This ability replaces divine health and divine bond.

Battlefield Presence (Su): At 3rd level, a tactician can direct her allies in battle, granting each ally within 30 feet one teamwork feat she possesses as a bonus feat as a standard action. All allies must receive the same feat, but do not need to meet the prerequisites of this bonus feat. This ability does not function if the paladin is flat-footed or unconscious. Allies must be able to see and hear the holy tactician in order to gain this benefit. Changing the bonus feat granted is a swift action.
This ability replaces aura of courage.

So, the question...
Which Teamwork feat?
The Teamwork feat Magna will get she will be able to grant ALL of us. So we must choose a Teamwork Feat that better suit us.
I am thinking in:
Coordinated Defense: +2 bonus to CMD.
Coordinated Maneuvers: +2 bonus on combat maneuver checks.
Distracting Charge: When an ally with this feat charges, you gain a +2 bonus on attack rolls against the creature charged.
Duck and Cover: Take ally’s result on Reflex saving throw.
Feint Partner: When ally successfully feints, opponent loses Dex bonus against your next attack.
Lookout: Act in surprise round if ally can act.
Overwhelm: You are considered to be flanking an opponent if at least one ally who also has this feat is threatening that opponent and the opponent is at least two size categories larger than the larger of you or your ally, regardless of your actual positioning.
Paired Opportunists: +4 bonus on attacks of opportunity.
Stealth Synergy: Take the highest roll made by you and your allies on Stealth checks.
Tandem Trip: When you make a trip against an opponent threatened by any ally, roll twice and take the higher result.
I am linking Distract Charge.
Round 1: Magna uses her standard action to give the feat to all.
Somebody else charges and grants the +2 to everybody else.
Round 2: Magna charges and again gives everybody a +2 to attack.
Round 3: Somebody else charges and grants the +2 to attack.
What do you think?


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

Magna, for Battlefield Presence, there is no duration. So you should never waste your standard actions in combat with that ability - teach us all the teamwork feat in the morning with some rousing martial practice, and we remember it all day. Though, if you want to teach it to one of Naralesh's summoned monsters, then you could spend an action on it.

Distracting Charge is probably a good choice! +2 to all attacks, even ranged, is great!

As for mercies, Shaken is a good choice too, but if you're not set on it, removing Fatigued would be very helpful to Naralesh, as my summoning magic can do that to me. Just a thought!


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

You are right! I love it! She don't need to do it "on the spot", but in the morning.
Magna's Breakfast Teamwork Training! Good name for a morning show!
And for mercies, as you say Fatigued would be a real help for us, so I will change it.
That makes me think: Get another Teamwork feat with her "normal" level 3 feat... Lookout or Stealth Synergy for example.
That way they all can be very stealthy, or very alert, and when the combat starts, as a swift action she can change it to Distracting Charge.


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

Lookout is a very good choice. If anyone (looking at our eagle-eyed scout Dregan here) isn't flat-footed, we all get to act. It's especially great because you can swap it out for Distracting Charge once the dice get rolling!

My Paladin/Skald in PFS uses that archetype as well, sharing the half-orc racial feat Amplified Rage so her Raging Song grants triple the normal rage bonuses. Now that she's getting high enough to get some more teamwork feats, I'm strongly considering Lookout.


I'm not sure I agree with the interpretation on Battlefield Presence. The paladin is allowed to grant any one teamwork feat, and change that feat as a swift action. In my mind, there is no way to do this effectively during 'morning practice'. Every battle will be different: opponent, terrain, environmental conditions, etc. In order to have the fluidity to make those changes, the paladin would have to assess each situation as it occurs. Combat soldiers (and I know, I was one) train all day every day in order to get the kind of coordination you are talking about here with your morning practice.

In the end, one standard action isn't that much to sacrifice to give your whole team a teamwork feat.


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

You are the DM, DM... but let me argue...
Imagine Magna taking Stealth Synergy.
She would use it, and grant the benefits, BEFORE any battles, right?
It is completely unusable within a combat. So it would make sense for her to grant the benefit before combat (on the morning, when they are about to move, etc...)
So it seems within the rules to use Battlefield Presence before combats.
But you choose. Can she grant the benefit outside combat?
If not, Lookout or Stealth Synergy are unusable, and Magna shouldn't get them.


Magnitofera Skeller wrote:

You are the DM, DM... but let me argue...

Imagine Magna taking Stealth Synergy.
She would use it, and grant the benefits, BEFORE any battles, right?

Its not actually an issue of battle vs. non-battle, that's just an example. Battles don't always begin at the moment swords are drawn. Often the use of good tactics assures victory before the violence even starts.

Quote:
It is completely unusable within a combat. So it would make sense for her to grant the benefit before combat (on the morning, when they are about to move, etc...)

Careful here, this is another problem I have with this line of thought. The use of stealth, or lookout, is going to be situational. I can't see you all stealthing as you explore. It would take weeks to survey a hex at that pace. Now, prior to advancing on the bandit camp? THAT I can see.

Quote:

So it seems within the rules to use Battlefield Presence before combats.

But you choose. Can she grant the benefit outside combat?
If not, Lookout or Stealth Synergy are unusable, and Magna shouldn't get them.

I have no problem with using it for Stealth Synergy or Lookout, I see Magna as using hand-signals and such to help the others in the lead-up to the combat. In that example, the use of a standard action is even less costly, as we wouldn't even be in the combat rounds where we track such things.


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

So...
She couldn't use it in the Magna's Breakfast Teamwork Training? (too bad, I loved the name).
But she could do it before combat?
Example:
They are about to open a door, they think, but don't know, there are enemies on the other side.
Before opening the door she uses Battlefield Presence to grant Distracting Charge everybody, BEFORE the actual combat begins?
Example 2:
in the morning, on "Magna's Breakfast Teamwork Training" she grants Lookout to everybody, and they have it "on" until she changed it?
Can she change it for Distracting Charge with only a swift action?
Example 3:
They enter the dungeon, and she grants everybody Stealth Synergy (yes, we advance quietly and slowly) and when they find an enemy she can change the feat to Distracting Charge with only a swift action?
As I see it, there are some opportunities to "synergy" (or abuse in other words) some of the feat combinations.
I would say you, as DM, decide where do you want the line drawn.
Just remember she is exchanging many of her Class abilities to do this. Please don't "underpower" her too much.


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

The Holy Tactician archetype basically dumps a huge chunk of the paladin's abilities - including smite evil - to get the teamwork feat ability. It wouldn't give you the swift action "switch" if it wasn't intended to work as a swift action.

Also, it's a supernatural ability. It isn't simple training - Torag is giving her the magical power to imbue her allies with the benefits of training she endured.


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

But I like the idea of "Magna's Breakfast Teamwork Training" anyway.


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

The way my paladin flavors it is much like that. She forces the group to get up early in the day, putting them through drills so they're ready for the dangerous challenges they'll face. As a swift action in combat, she calls out tactics (switching the bonus feat the ability gives) with her expert eye for the flow of battle. They grumble about having to work so hard in the morning, but they quickly learn to appreciate her tactical leadership when things get dicey.

In any case, we generally know when battles will start unless we get ambushed - a standard action before entering a dungeon to remind everyone to coordinate their stealth isn't costly. It's Lookout I wonder about. Lookout is designed entirely for being ambushed - if Magna can't share Lookout before we know we're in danger, the feat won't help us at all.

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