Path of Piece (Inactive)

Game Master Mr. Nomington

Grab your straw hats and dice! Your about to embark on a epic quest, filled with a world full of adventure! Will your crew succeed in finding riches, power or fame? Or will the watery depths and vast sea be your end? It's time to set sail!


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Male Half Elf Swashbuckler (Inspired Blade) 1/ Ninja 1/ Investigator 1 (Sleuth) (Level 3)| HP 21/21 | AC 17 T 13 FF 14 | Fort +0 Ref +9 Will +4(+6 vs Enchants)| CMD 14 | Init +7 | Perception +8 (+9 vs traps)
Active Effects:

I would agree with you in the general case, but only if you lacked some sort of Strength. But seeing as you do not it is an item that rarely would affect how your items are handled save for perhaps water adverse items.. which includes gunpowder, which the Bandolier fixes regardless. No need to thank me Light.


Male Half Elf Swashbuckler (Inspired Blade) 1/ Ninja 1/ Investigator 1 (Sleuth) (Level 3)| HP 21/21 | AC 17 T 13 FF 14 | Fort +0 Ref +9 Will +4(+6 vs Enchants)| CMD 14 | Init +7 | Perception +8 (+9 vs traps)
Active Effects:

Small Edit.

There are two Bandoliers... you should get them both. For the same price as a bag of Holding.

Endless

Beneficial


I must remind everyone again. No large ooc posts in the gameplay thread please. Put anything like that in this thread. Next time this comes up there will be in game consequences. I should be able to get a post in after I get out of work today, please hang tight.


M Male N Ranger | HP 12/12| AC: 17 (12 Tch, 15 Fl) | CMB: +5, CMD: 17 | F:+ 3, R: +4, W: +1; | Init: +4 | Perc: +4, SM: +0 | Speed 20ft | Combat Reflexes (3 AOOs/round, threaten at both 5ft and 10 ft)

I don't see any large ooc posts really. Whats about having a little discussion of someone's split personality, unless the post was deleted before I saw it.


Half-Elf Cleric 3
Mr Nomington wrote:
Removing the killing ban, was holding back my creative juices.

Well that's not ominous at all! Haha


dont forget, to roll initiative


Half-Elf Cleric 3

Do you want me to roll initiative separately for Green and Black or once for the pair?


Once for your pair please


Half-Elf Cleric 3

Will do!


Male Half-Elf Eldritch Scoundrel 3| HP 20/27 | AC 14[18], FF 10[14], T 14 | Fort +3, Ref +7[8 Traps], Will +1[3 Enchantments] | CMD 17 | Perc +8[9 Traps], SM +0 | Init +5
Active Effects:
Mage Armor

I have combat Reflexes so I may have killed my attacker before it ever got to do anything. Furthermore I would get a hit against most of these I think? Since we were traveling in a line I would get an AoO Vs mine and any that moved past me I do believe let me know on that.

-Posted with Wayfinder


Male Half Elf Swashbuckler (Inspired Blade) 1/ Ninja 1/ Investigator 1 (Sleuth) (Level 3)| HP 21/21 | AC 17 T 13 FF 14 | Fort +0 Ref +9 Will +4(+6 vs Enchants)| CMD 14 | Init +7 | Perception +8 (+9 vs traps)
Active Effects:

They poofed in.


Male Half-Elf Eldritch Scoundrel 3| HP 20/27 | AC 14[18], FF 10[14], T 14 | Fort +3, Ref +7[8 Traps], Will +1[3 Enchantments] | CMD 17 | Perc +8[9 Traps], SM +0 | Init +5
Active Effects:
Mage Armor

Directly on top of each of us?

-Posted with Wayfinder


Male Half Elf Swashbuckler (Inspired Blade) 1/ Ninja 1/ Investigator 1 (Sleuth) (Level 3)| HP 21/21 | AC 17 T 13 FF 14 | Fort +0 Ref +9 Will +4(+6 vs Enchants)| CMD 14 | Init +7 | Perception +8 (+9 vs traps)
Active Effects:
Quote:
At that moment, six creatures appear, seemingly from out of thin air. An ever-gnashing maw, filled with row after row of mismatched teeth, dominates this frightful creature’s orb-like body. Though the same Ofuda like textures of paper and strange kanji adorn them. They each strike out at each party member except for Black.


They were very invisible and gave you the bitenings!


Half-Elf Cleric 3

Yikes! Those are some initiative rolls were coming up with. Except for Kael of course. Kael is an effing super hero. Haha


M Male N Ranger | HP 12/12| AC: 17 (12 Tch, 15 Fl) | CMB: +5, CMD: 17 | F:+ 3, R: +4, W: +1; | Init: +4 | Perc: +4, SM: +0 | Speed 20ft | Combat Reflexes (3 AOOs/round, threaten at both 5ft and 10 ft)

To save time, please roll init for us all in the future, then post our init order. Also I'd like to know if that @ affects anything I should be feeling so I can mark it down. I.e, if the failed fort save involves poison, nausea, paralysis... so I can write in character. And whether I have a turn to begin with. Failing a Fort save can be serious business, off hand I know one paralysis bite attack, one daze bite attack, one death poison...


Male Half-Elf Eldritch Scoundrel 3| HP 20/27 | AC 14[18], FF 10[14], T 14 | Fort +3, Ref +7[8 Traps], Will +1[3 Enchantments] | CMD 17 | Perc +8[9 Traps], SM +0 | Init +5
Active Effects:
Mage Armor

I also vote for Init rolling by DM otherwise you spend a whole day to even get ready for combat.

-Posted with Wayfinder


Ill do that from now on and I would have told you if you feel any different. The "@" is a reminder to me.


M Male N Ranger | HP 12/12| AC: 17 (12 Tch, 15 Fl) | CMB: +5, CMD: 17 | F:+ 3, R: +4, W: +1; | Init: +4 | Perc: +4, SM: +0 | Speed 20ft | Combat Reflexes (3 AOOs/round, threaten at both 5ft and 10 ft)

If I can choose my knowledge about the creatures, I want to know their DR.


What Tassadar knows.

Yeah you just know everything with that knowledge check. lol


M Male N Ranger | HP 12/12| AC: 17 (12 Tch, 15 Fl) | CMB: +5, CMD: 17 | F:+ 3, R: +4, W: +1; | Init: +4 | Perc: +4, SM: +0 | Speed 20ft | Combat Reflexes (3 AOOs/round, threaten at both 5ft and 10 ft)

So besides that, further +4 v mind affecting because they are Ofuda? Also, can I communicate with the party or take any actions? I don't know what that failed Fort save means...

Does the Ofuda template overwrite the resist 10 fire or?


Yes standard Ofuda stuff. Yes it would override their resistance to fire. I just posted the Initiative order and it is currently your turn to act. It says right on the page that they carry a disease. Though to your knowledge, you don't know your body failed to block it. Not yet.

Also, you have only have 6 first level spell slots not 7.


Male Half Elf Swashbuckler (Inspired Blade) 1/ Ninja 1/ Investigator 1 (Sleuth) (Level 3)| HP 21/21 | AC 17 T 13 FF 14 | Fort +0 Ref +9 Will +4(+6 vs Enchants)| CMD 14 | Init +7 | Perception +8 (+9 vs traps)
Active Effects:

Cacodaemons actually do not have reach of even 5ft. They are for the most part in our square so at most one would get to attack you and if it werent for the invis would have had to provoke to get to us.


true true forgot about that, so ignore the second AoO which is the one you got hit by Tassadar


Half-Elf Cleric 3

Not real sure how you want me to handle the fort save for Green. That bite took him to 0 hp, which means he should snap back into Black, and we could carry on from there as full Mordrin again. Since he was the only one who was bitten, does he carry the potential status back with him into Black or since he kinda just zaps back, does it not affect him? So many questions! Yay for homebrew shenanigans!


You would still have to make the fort save. But also roll a percentile if you fail. But thanks for asking for clarification.


Half-Elf Cleric 3

Sure thing! Just want to make sure I'm being fair. :D


Half-Elf Cleric 3

Link to map for easy access.

Bam!


Male Half Elf Swashbuckler (Inspired Blade) 1/ Ninja 1/ Investigator 1 (Sleuth) (Level 3)| HP 21/21 | AC 17 T 13 FF 14 | Fort +0 Ref +9 Will +4(+6 vs Enchants)| CMD 14 | Init +7 | Perception +8 (+9 vs traps)
Active Effects:

Hrm could have sworn that was somewhere available.

GM I would place forth you simply add the Map link to the Campaign Info Tab.

In other news, we are doing pretty okay so far. Take advantage of their Ofuda condition and focus fire and we should be good. A channel might have to be used after though.


Half-Elf Cleric 3

Yeah. Seems like we're doing alright so far here. I was considering channeling on my next turn, but I could probably hold off until the next round if we sustain more damage.


Male Half Elf Swashbuckler (Inspired Blade) 1/ Ninja 1/ Investigator 1 (Sleuth) (Level 3)| HP 21/21 | AC 17 T 13 FF 14 | Fort +0 Ref +9 Will +4(+6 vs Enchants)| CMD 14 | Init +7 | Perception +8 (+9 vs traps)
Active Effects:

Now that we are going over some things, Mordrin i couldnt help but notice your HP seems rather off. Kael who has no con score but started with a d10 Class currently has 21 HP 10+5+5+1 FC

But Mordrin has a 12 Con Meaning +1 Per HD so 8+5+5+3 Con for at least a 21 assuming you had not placed your Favored Class Bonus into them. Meaning when split technically both Green and Black would have 10 HP.


Half-Elf Cleric 3

Yup. I think you're right about that. Man, I'm really not demonstrating much competence as a player over here. Haha. Thanks for catching that, Kael.


Male Half-Elf Eldritch Scoundrel 3| HP 20/27 | AC 14[18], FF 10[14], T 14 | Fort +3, Ref +7[8 Traps], Will +1[3 Enchantments] | CMD 17 | Perc +8[9 Traps], SM +0 | Init +5
Active Effects:
Mage Armor

What happened to the one Ziggit stabbed last round?

-Posted with Wayfinder


Oh sorry forgot to post that it died


Male Half Elf Swashbuckler (Inspired Blade) 1/ Ninja 1/ Investigator 1 (Sleuth) (Level 3)| HP 21/21 | AC 17 T 13 FF 14 | Fort +0 Ref +9 Will +4(+6 vs Enchants)| CMD 14 | Init +7 | Perception +8 (+9 vs traps)
Active Effects:

Hrm these little buggers are tougher than the last group of Ofuda. Are Kael's and Light's equally injured?


Similar yes


Male Half Elf Swashbuckler (Inspired Blade) 1/ Ninja 1/ Investigator 1 (Sleuth) (Level 3)| HP 21/21 | AC 17 T 13 FF 14 | Fort +0 Ref +9 Will +4(+6 vs Enchants)| CMD 14 | Init +7 | Perception +8 (+9 vs traps)
Active Effects:

That's not possible, Kael's should be more injured, I believe you might have confused/forgotten a series of events GM.

At the beginning, Kael striked and the wound was healed. Then as the creature attacked it was parried and wounded by Kael once more for 9 minus DR. Preemptively Goodwill struck one and his blow was quite good. Then Ziggit attacked Goodwill's. If it were dead it would not have been able to attack Goodwill. And similarly Kael's current Ofuda would be quite a bit more hurt with 11 minus DR.

It seems you might have chosen the wrong thing to remove/act.


Ah its hp never got entered correctly. Got reset to its max, OK so that one is dead. Sometimes roll20 be that way. Currently editing to fix it


M Male N Ranger | HP 12/12| AC: 17 (12 Tch, 15 Fl) | CMB: +5, CMD: 17 | F:+ 3, R: +4, W: +1; | Init: +4 | Perc: +4, SM: +0 | Speed 20ft | Combat Reflexes (3 AOOs/round, threaten at both 5ft and 10 ft)

"Ziggit's strike finishes off the Ofuda Cacodaemon that was stunned by Tassadar, it then shreds into a pile of paper, like the others before it."

Are there 2 or 3 Cacodaemons up at this point of time?

I still see the only Cacodaemon that is in Ziggit's threat range still up. Is it up or not, or is it another one, since it affects my actions. If it's up, Ill move for flank, club it with my silver mace. If it isnt I'll take out my wand and fiddle with it.


Male Half Elf Swashbuckler (Inspired Blade) 1/ Ninja 1/ Investigator 1 (Sleuth) (Level 3)| HP 21/21 | AC 17 T 13 FF 14 | Fort +0 Ref +9 Will +4(+6 vs Enchants)| CMD 14 | Init +7 | Perception +8 (+9 vs traps)
Active Effects:

There should be 3 in all from the original six.

Goodwill's has been vanquished by a combination of His punch and Ziggit's spear.

Kael's took three strikes from Kael to finally fall.

Light's was shot by her and then ceremoniously colorsprayed and ended by Ziggit.

This leaves Ziggit's Cacodaemon, Green's and Tassadar's

Goodwill's attack would likely be at Ziggit instead which very much missed. Then the other two fired off weird eyes shows.

So on the map the one above Goodwill should simply be in Ziggit's space instead everything else is about fine.


Righto, just hard to move things around on an iPad, working on a post.


M Male N Ranger | HP 12/12| AC: 17 (12 Tch, 15 Fl) | CMB: +5, CMD: 17 | F:+ 3, R: +4, W: +1; | Init: +4 | Perc: +4, SM: +0 | Speed 20ft | Combat Reflexes (3 AOOs/round, threaten at both 5ft and 10 ft)

Sorry. West, West then. I can't even see roll 20 on my tablet, again I don't have premium membership...


I don't either lol, somehow I can see it and use things. Just takes forever! Uhg!!


M Male N Ranger | HP 12/12| AC: 17 (12 Tch, 15 Fl) | CMB: +5, CMD: 17 | F:+ 3, R: +4, W: +1; | Init: +4 | Perc: +4, SM: +0 | Speed 20ft | Combat Reflexes (3 AOOs/round, threaten at both 5ft and 10 ft)

I'm a firm believer in if no one is in danger of dropping, save channels. Because at low levels, channel is the only way you can get a *reach* Cure spell. And there may be fights later where we have multiple people taking damage, and you need to keep everyone up so that they can do their job. If it can be fixed post combat, then fix it post combat, spend the round doing something productive - I.e anything that would help the fight end faster, possibly a guidance to Kael, or providing him with flank.

I harbour no illusions that I can physically hit any of these, I'm just there to provide sneak attack opportunities. Also, for this kind of channeling business, selective channel is your friend. I would probably have taken it over Versatile Channel - no idea why you would want to channel neg energy at 2 cleric levels lower, since the damage is quite pithy, unless its to deal with swarms, in which I promise I will go pick up burning hands next level.

I don't like burning hands because you're spending a spell slot to deal 3d4 - average 6 damage, which a barbarian with a greatsword, power attacking can easily do double. Also grants a reflex save for half damage in which is only 3. Its a for swarm only spells. Besides, I don't really care for the playstyle of an evoker.

If you want to channel negative energy, then selective is even more important. You'll probably want to start with at least 16 cha(because selective channel works on your cha mod for the number you can unselect). Preferably 18.

I did do some research on actually making a negative energy channeling cleric (for variant daze channel), but it was more of a theory crafting kind of thing and how viable that it would be as opposed to actual play.

Note: I am also a firm believer that clerics are not healbots, and should not ever be asked to play as such. If I roll a cleric, they never are, and usually have SOMETHING else to do in a fight as opposed to being a healbot. Pathfinder is based on offense, and you cannot really keep up with the damage. (Well, unless you're a life oracle and you do something regarding your FCBs..).


Musket Master Gunslinger 3 (HP 26/28) | AC:17 | T:15 | FF:12 | CMD 17| Fort +5 | Ref +7 | Will +4 | Init +6| Perc: +9 | Speed 30ft)
Active Effects:
none

Mine is a heal both essentially. However I also give utility while doing so and have channels for days to expend. But it is true, heal bots aren't necessary as being confined to doing such alone is highly unnecessary


Half-Elf Cleric 3

Fair enough.


Male Half-Elf Eldritch Scoundrel 3| HP 20/27 | AC 14[18], FF 10[14], T 14 | Fort +3, Ref +7[8 Traps], Will +1[3 Enchantments] | CMD 17 | Perc +8[9 Traps], SM +0 | Init +5
Active Effects:
Mage Armor

You're underselling Burning Hands pretty hard imo.

As for negative channeling Clerics it can be done effectively it just requires a very particular build path and it can be relatively reliant on the length of your adventuring day.

-Posted with Wayfinder


M Male N Ranger | HP 12/12| AC: 17 (12 Tch, 15 Fl) | CMB: +5, CMD: 17 | F:+ 3, R: +4, W: +1; | Init: +4 | Perc: +4, SM: +0 | Speed 20ft | Combat Reflexes (3 AOOs/round, threaten at both 5ft and 10 ft)

Firstly, I'm not an evoker by nature, thus I am probably biased.

Secondly, lets run the maths.

I create a barbarian. We'll say I do not fully optimise, start with a 16 str. I pick up a 2 handed greatsword. Since we're level 3, lets make it masterwork. I rage, for +8 to hit, 2d6+8 damage.

DPR is damage per round.

Average AC is 14, so DPR= simplistically is - I'm not counting crits...which is against the barbarian, 0.75(14) = 10.5.

Burning hand is DPR 6 on successful save, DPR 3 on failure.

Whether you can catch people in the cone or not, is something that is subjective. Sure against stuff with fire vulnerability, it might be more effective, but a sorcerer is stuck with his spells known with limited opportunity to switch out. Why burning hands when party members can do the damage job better?

I could post up a build for neg energy channeling clerics, heh. But you will need to make sacrifices to your wis (around 14 ish max). Again if all you're doing is buffs and summons, there is no loss. I run a cleric with 14 wis, I don't regret my low wis, really.


Musket Master Gunslinger 3 (HP 26/28) | AC:17 | T:15 | FF:12 | CMD 17| Fort +5 | Ref +7 | Will +4 | Init +6| Perc: +9 | Speed 30ft)
Active Effects:
none

Its all up to interpretation imo. I don't like giving up my wisdom at all being my main casting stat, but instead had a lower cha. Of course in the other game I dropped int for more points and took extra channeling for more channels per day. She is full caster, with limited melee potential at the moment. Playing a support roll to make others shine and do better is something I enjoy doing in the game and with the cleric, is super easy.

For the purpose of the burning hands though, take into account the DPR is = to a minimum and maximum. Using it in aoe based situations your DPR is higher than max, and likewise vice versa in cases with resistance. Fire and acid are two surefire earlier on damaging abilities to slow or stop regen/fast healing. Not to mention these little buggers are made essentially of paper in this case scenario. I don't feel either side is truly wrong, but even that spell could really put a stop to a good many things in this campaign. for example, gunpowder is a thing, along with other gunslingers. a simple mage hand and/or spark spell could ruin a gunslinger's day, lol.


Male Half-Elf Eldritch Scoundrel 3| HP 20/27 | AC 14[18], FF 10[14], T 14 | Fort +3, Ref +7[8 Traps], Will +1[3 Enchantments] | CMD 17 | Perc +8[9 Traps], SM +0 | Init +5
Active Effects:
Mage Armor

You could easily be an Orc and Dragon Dual Blooded Sorcerer with +2CL on Burning Hands by level 3 and be dealing 5d4. An average of 12 damage. But then because you're rolling 5 dice you also add +10 static damage to the spell as well from Orc and Dragon Bloodlines, for an average damage of 22.

This is already competing with martial damage at that level range even on a resist, and if you consider that you can hit upwards of 4 targets you can easily be putting out 60+ DPR at level 3, something only the cleaviest of Barbarians is going to be able to keep up with.

Not to mention you having 15 foot reach which can allow you to bypass AoO, hit targets through difficult terrain or other inaccessible areas or hit hovering targets without making acrobatics checks.

This gets even more impressive when you consider something like Intensify Spell which can have you pumping out 10d4+20 for an average damage of 45 per target with a 2nd level spell slot and doing it at lvl 8 or earlier.

-Posted with Wayfinder

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