Myrial, City of Rogues (Inactive)

Game Master Rynjin

You've proven yourself to be a competent "entrepreneur". Welcome to the Mandrigal. Now get to work.


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Just posting to test alias...


Male Vanara Unchained Monk 9 HP: 94/94| AC: 29[31] FF: 25[27] Touch: 23[25]|Init: +4|Fort +12[+14], Ref +13(Imp. Evasion), Will +13[+15](+2 vs Enchantment)| Sense Motive +13, Perception +17(Scent)

Roll 1: 3d5 ⇒ (2, 3, 4) = 9
3+4+8=15
Roll 2: 3d5 ⇒ (1, 3, 4) = 8
3+4+8=15
Roll 3: 3d5 ⇒ (3, 5, 3) = 11
5+3+8=16
Roll 4: 3d5 ⇒ (4, 4, 2) = 10
4+4+8=16
Roll 5: 3d5 ⇒ (3, 1, 4) = 8
4+3+8=15
Roll 6: 3d5 ⇒ (3, 4, 2) = 9
4+3=15


3d5 + 8 ⇒ (4, 2, 3) + 8 = 17
3d5 + 8 ⇒ (2, 4, 3) + 8 = 17
3d5 + 8 ⇒ (3, 1, 1) + 8 = 13
3d5 + 8 ⇒ (2, 5, 5) + 8 = 20
3d5 + 8 ⇒ (5, 5, 4) + 8 = 22
3d5 + 8 ⇒ (4, 1, 5) + 8 = 18

15
15
12
18
18
17


Are we rolling to determing Hit Points after the first level, getting max, or something else like getting half of max, round up?

Also, I wanted to verify that formulae in my book should be 2+int at first level plus one more at each later level, plus any that I get from favored class bonus. I assume that I can't purchase extras with money.

Are we supposed to select two traits?

Are there any skills that are useless/don't exist in this world? In particular, is spellcraft getting used at all? What about use magic device?

Can you clarify what you mean by 'Lemmy's automatic bonuses'?


Will dervish dance work with any weapon?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Dorla wrote:
Are we rolling to determing Hit Points after the first level, getting max, or something else like getting half of max, round up?

Half max +1. d8 gets 5, d10 gets 6, etc.

Dorla wrote:
Also, I wanted to verify that formulae in my book should be 2+int at first level plus one more at each later level, plus any that I get from favored class bonus. I assume that I can't purchase extras with money.

Yep, that's what it says. =)

Dorla wrote:
Are we supposed to select two traits?

Yes.

Dorla wrote:
Are there any skills that are useless/don't exist in this world? In particular, is spellcraft getting used at all? What about use magic device?

Kn. Arcana no longer exists, and any allowed classes that would normally get Kn. Arcana get Kn. Psionics instead. Spellcraft still exists, but uses these rules instead of the ones in the Core Rulebook.

Dorla wrote:
Can you clarify what you mean by 'Lemmy's automatic bonuses'?

Character Advancement Bonuses:

All characters receive the following benefits at levels 1, 9 and 18.
- A +1 untyped bonus to their weak saves. (So it goes from +1 to +9. instead of +0 to +6, meaning your weak saving progression is not a death sentence by 8th level :P)

All characters receive the following benefits at levels 2, 6, 10, 14 and 18.
- A +1 Resistance bonus to all saving throws .
- A +1 Deflection bonus to AC and CMD.

All characters receive the following benefits at levels 4, 8, 12, 16 and 20
- The usual +1 untyped bonus to 1 attribute.
- A +1 Enhancement bonus to four other different attributes.*
- A +1 Enhancement bonus to Natural Armor.

*Eidolons only get the usual +1 to one attribute. Summoners can spend a full round action that provokes AoO to transfer some of their enhancement bonuses to their Eidolon, if they are adjacent to each other.
Advancement Bonus Types
Despite being the same type of bonus found in magical items, these bonuses are not supernatural in any way and stay active even inside Anti-Magic Fields and similar effects. I only kept the bonus types so they don’t stack in unexpected ways with spells, class features, etc.
(Note that this means your attributes and saves will scale slightly slower than if you simply bought those items, so keep that in mind when creating your character).

Nicos wrote:
Will dervish dance work with any weapon?

No, but Path of War has a Feat called Deadly Agility that gives Dex to Damage with any Finesseable weapon, that merely requires Weapon Finesse and BaB +1 as a prerequisite.


How maneuvers and stances work with standard classes?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

They don't, unless you take the Feat chain that gives you access to them.


Can you be more specific? none of path of war classes seems interesting to me at the moment.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Nicos wrote:
Can you be more specific? none of path of war classes seems interesting to me at the moment.

Only the three Initiator classes have access to Disciplines and Maneuvers by default. Stalker, Warder, and Warlord.

Non-PoW classes can gain limited access to Maneuvers through a Feat chain, starting with Maneuver Training I on down through MT VI.

I find all the PoW classes very interesting myself. They all have a number of unique abilities, and access to the even more interesting maneuvers.

Stalker is my personal favorite. One archetype gives you Judgement and a Domain, which is nice.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Sent everyone a link to the Thunderscape: World of Aden book.

Golemoid is my particular favorite class from that book.


I'm trying to understand the exact details of the character advancement bonuses. In particular:

All characters receive the following benefits at levels 4, 8, 12, 16 and 20
- The usual +1 untyped bonus to 1 attribute.
- A +1 Enhancement bonus to four other different attributes.*
- A +1 Enhancement bonus to Natural Armor.

So at level 4, a character gets a bonus to one stat that raises the actual stat. Also, they can choose 4 stats to get an enhancement bonus.

Question: can one of the 4 stats that gets an enhancement bonus be the same as the stat that got the normal bonus?

Then, at level 8, either the same stat gets another normal bonus, or one other. Also, the player can choose 4 stats to get enhancement bonuses. The problem is, there are not 4 stats left that don't already have an enhancement bonus, and enhancement bonuses don't stack. Or are these allowed to stack with each other, despite the usual rule?

(edit: used wrong alias)


To you question, the answer is yes. And they stack.


Yikes! So you are saying that at level 8, I can have int of

18 (my highest rolled stat)
2 (racial bonus: human)
1 (level 4 normal bonus)
1 (level 8 normal bonus)
1 (level 4 enhancement bonus)
1 (level 8 enhancement bonus)
---
24 total, including enhancement bonuses??

OK, that's actually only a total of 6 extra elixirs a day, so it's not actually as extreme as it seemed.

Also, does putting a bonus in int change the skill points retroactively? Or does in only change the skill points from that level on?

(edit: changed to proper alias)


Dorla wrote:

Yikes! So you are saying that at level 8, I can have int of

18 (my highest rolled stat)
2 (racial bonus: human)
1 (level 4 normal bonus)
1 (level 8 normal bonus)
1 (level 4 enhancement bonus)
1 (level 8 enhancement bonus)
---
24 total, including enhancement bonuses??

yes

Dorla wrote:


Also, does putting a bonus in int change the skill points retroactively?

yes


OK, I think I've answered my own question:

http://paizo.com/threads/rzs2kpru&page=1?Int-and-Skills#9

Unless someone tells me otherwise, I'll assume that the extra skill points are retroactive.


Half-Orc Zweihander Sentinel 8; Hp: 95/105; AC 27 (FF 25, touch, 13), Saves +14, +8, +11; Init +1, Perc +6

So, thunderscape have rules for mechanical implants but they come with a disease? weird thing.


So far, I'm building a character focused on healing, knowledge skills, and throwing bombs. Is anyone else going to be able to find/disable traps? If not, I can maybe do at least a bit of this.

Right now, I'm also taking max ranks in the skill Use Magic Device. If this is going to be useless in the low magic world we're playing in, I should use those skill points for something else.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Ugash wrote:
So, thunderscape have rules for mechanical implants but they come with a disease? weird thing.

We won't be using the rules for the Wasting (I believe it's called).

Also, I see you found a Path of War class to your liking? =)

Dorla wrote:

Yikes! So you are saying that at level 8, I can have int of

18 (my highest rolled stat)
2 (racial bonus: human)
1 (level 4 normal bonus)
1 (level 8 normal bonus)
1 (level 4 enhancement bonus)
1 (level 8 enhancement bonus)
---
24 total, including enhancement bonuses??

This is actually the normal expected number for a high stat.

Usually it would be:

16+2 Racial (18 at 1st

+1 at 4th for 19
+1 at 8th for 20
+4 Headband of Vast Intellect for 24


Half-Orc Zweihander Sentinel 8; Hp: 95/105; AC 27 (FF 25, touch, 13), Saves +14, +8, +11; Init +1, Perc +6

I just wanted to try out the maneuvers.


So, so far we have a half-orc martial of some kind (no offense intended here:) ), a monk, and an alchemist. Does anyone know what Lemmy is going to play? It would help me know what things I need to focus on.


Half-Orc Zweihander Sentinel 8; Hp: 95/105; AC 27 (FF 25, touch, 13), Saves +14, +8, +11; Init +1, Perc +6

I would say just focus in what you want to play, party balance is overrated.

===============
So, I can have a +2 warhammer but not a +1 flaming warhammer correct?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Yeah, just do whatever you will find fun. Any potential benefit to doing what you don't want to fill a party role is dwarfed by you not having fun IMO.

I'm going to say the elemental weapon abilities (Flaming/Flaming Burst and the others) are allowed, but none of the others.

Edit: Scratch that. Makes the Golemoid weapons that much more special.


Half-Orc Zweihander Sentinel 8; Hp: 95/105; AC 27 (FF 25, touch, 13), Saves +14, +8, +11; Init +1, Perc +6

OK, I will use a chainsaw,a shotgun and a grenade launcher. Will you make a new thread for that campaign?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Here.


Male Oni-Spawn Tiefling Bruiser 7 - Wound 12; HP 60[74]; AC 22[23] (tch 20[18]; ff 20[21]) (+2 w/ Mage Armor); CMD 32[32] (+2 vs Grapple; +4 vs Disarm); DR 3/-; Fort +8 [+10], Ref +9; Will +9 [+11]; Darkvision, Scent, Perception +13; Sense Motive +18; Initiative +5

Hmmm... I might trade TWF for something else, to make Korak's damage less explosive and get something cool instead.

Gotta think about it...


Male Oni-Spawn Tiefling Bruiser 7 - Wound 12; HP 60[74]; AC 22[23] (tch 20[18]; ff 20[21]) (+2 w/ Mage Armor); CMD 32[32] (+2 vs Grapple; +4 vs Disarm); DR 3/-; Fort +8 [+10], Ref +9; Will +9 [+11]; Darkvision, Scent, Perception +13; Sense Motive +18; Initiative +5

For Odin's sake! Uodate or remove the "Initiative" and "current turn" things in the "Campaign Info" tab. For some reason, that annoys me every time I see it!


Male Oni-Spawn Tiefling Bruiser 7 - Wound 12; HP 60[74]; AC 22[23] (tch 20[18]; ff 20[21]) (+2 w/ Mage Armor); CMD 32[32] (+2 vs Grapple; +4 vs Disarm); DR 3/-; Fort +8 [+10], Ref +9; Will +9 [+11]; Darkvision, Scent, Perception +13; Sense Motive +18; Initiative +5

THANK YOU!


Male Oni-Spawn Tiefling Bruiser 7 - Wound 12; HP 60[74]; AC 22[23] (tch 20[18]; ff 20[21]) (+2 w/ Mage Armor); CMD 32[32] (+2 vs Grapple; +4 vs Disarm); DR 3/-; Fort +8 [+10], Ref +9; Will +9 [+11]; Darkvision, Scent, Perception +13; Sense Motive +18; Initiative +5

(Also, please remove "GM Lemmy" from the list of players/characters)

Thanks!

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