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Sheik Voodoo's Katapesh Nights

Game Master voodoo chili

From the City of Bazaars to the City of Brass.


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Male Elf Bard - 6

There is another Feat in Ultimate Magic (I think) where if you summon a number of creatures, you add another 1 to the final amount. I think that would be useful too. Shame you're not a Cleric, as the can get a feat from the same book, that allows them to summon creatures as a standard action if they share the same alignment as your aura.


Karethas wrote:
Not to be nit picky, but i want to be clear for the future since these are going to be bread and butter for Karethas. My understanding of the summoning spells is that summoned creatures show up and act on your impulse. The caster just can't take a move or attack action in addition to the spell. Just take a look at it and I'll understand if you disagree. Oh if it does act on my turn, then I would also say the round cast counts as the first round of the duration.

I'm not sure what you are saying. Perhaps you are confused about the casting time. Summoning spells have a casting time of 1 round, not the usual standard action.

.
SRD-casting time:
"Most spells have a casting time of 1 standard action. Others take 1 round or more, while a few require only a swift action.

A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.

A spell that takes 1 minute to cast comes into effect just before your turn 1 minute later (and for each of those 10 rounds, you are casting a spell as a full-round action, just as noted above for 1-round casting times). These actions must be consecutive and uninterrupted, or the spell automatically fails.

When you begin a spell that takes 1 round or longer to cast, you must continue the concentration from the current round to just before your turn in the next round (at least). If you lose concentration before the casting is complete, you lose the spell."

So you start the spell one round and the summoned creature shows up the following round just before the start of your turn. The creature then gets its turn and you get your regular turn.


Male Human Wizard (Conjurer)/ Level: 6 |HP: 37 of 37/ 33 NL| F=3 R=4 W=7 |Initiative +6| Perception +7 |AC 12(16 w/ Mage Armor)

I have to say, your interpretation of the rules is better than my RL group. We were just going off what was in the description of Summon Monster, which was not as specific. Thanks for taking the time to give me an explanation! I've run and been in enough games where people are rules lawyers, so I try to avoid doing that myself.


Female Human Fighter/5, Ranger/1(HP: 56/61; AC22/25; FF17/20; T15; F+8, R+8, W+4/+5; Perc: +10, Init +4)

That is how Summon Monster is used in all the PbP campaigns that I am in.


HP 64 | AC/Touch/Flat 20/14/16 | Fort/Ref/Will +6/+7/+3 | Init +3 | CMB +6; CMD 20 Bluff (11) Diplomacy (6) Kno:Local (6) Perception (10*) Stealth (14)

It is by far, IMHO, one of the most inelegant aspects of all 3.0+ mechanical constructs; vague detail related to casting times and difficult cross-reference. Not to imply that it cannot be figured out, obviously, it just seems weirdly clunky and off putting. "Oh this spell takes longer and works next round? But I'm casting this round..."

Its the one thing that makes me grumpy about Sleep, too.


When you've been DMing as long as I have you get into all the nitty gritty. I ran for some REAL rules lawyers- an actual lawyer and a couple engineers :P all good natured, but VERY exact.

I think for summoning it's kind of a balance thing- bringing in reinforcements is a major help to combat and so there ought to be som esort of cost. In this case, you basically lose a turn and have a higher chance of having the spell interrupted. Of course, it could just be a vestigial rule like restoration taking a REAL long time to cast ???


HP 64 | AC/Touch/Flat 20/14/16 | Fort/Ref/Will +6/+7/+3 | Init +3 | CMB +6; CMD 20 Bluff (11) Diplomacy (6) Kno:Local (6) Perception (10*) Stealth (14)

I've mostly run IRL for the last decade and I have had exacting players come and go, I also had a bit of a renaissance a few years ago where all the rule pieces that I used to not feel like I saw a clearly sort of clicked in my mind not just in D&D but in all games (this may have been because I played a CCG as a semi-pro for a while and that environment tweaked my brain just enough.)

Anyway, I see the relevant balance concerns related to the idea of summoning as a mechanic that potentially disrupts things like action economy so a penalty of potential disruption is at play. Depending on the day and the game I go back and forth if I think the current set up is balanced but what concerns me the most is that when the expansion of technology but especially the idea and actual reality of what reference *is* and *means* I find that Pathfinder, much like its predecessors suffers from a lack of concise definitions and game concepts.

Basically I think the concepts could be made more clear on the mechanical side, and more consistent application of those mechanics across classes (like combat maneuvers or actions for non-casters that take a "full-round action" vs. "1 round" and so on) might do a lot to keep these concepts relevant and memorable which I think is the first major hiccup to rules confidence.

Some systems have taken this too far. (I know that this is my concern with 4e personally) but I think that clarity and frequency do not equal an obvious move to uniform or identical mechanics for every class but I think each class should riff off of a more clearly and cleanly defined skeleton of rules than what 3.0/.5/.75 currently provides.

Editing and presentation play a big role in this too. In some ways the narrative style of the CR is too wordy and not clear on the mechanically relevant concept. The interchangeable use of words like round, action, and so on could be tightened just ever so slightly and better defined in an age where issues of syntax are more prevalent.

My 2 cp. Heh.


Male Human Wizard (Conjurer)/ Level: 6 |HP: 37 of 37/ 33 NL| F=3 R=4 W=7 |Initiative +6| Perception +7 |AC 12(16 w/ Mage Armor)

I can certainly see that it is a balance issue, especially at higher levels. There is SO much flexibility built into summoning because of all the different abilities that the creatures have that I can see the need for some extra "cost" for the spell.


Male Human Wizard (Conjurer)/ Level: 6 |HP: 37 of 37/ 33 NL| F=3 R=4 W=7 |Initiative +6| Perception +7 |AC 12(16 w/ Mage Armor)

Pugwampi Boss fight! Awesome!


Male Elf Bard - 6

It will be awesome, as long as Voodoo doesn't ask us to roll 3 D20's every time and take the worst as it is a boss Pugwampis and obviously stronger. If he does that, then it will most definitely NOT be awesome!


Male Human Wizard (Conjurer)/ Level: 6 |HP: 37 of 37/ 33 NL| F=3 R=4 W=7 |Initiative +6| Perception +7 |AC 12(16 w/ Mage Armor)

The dog is immune to the unluck zone because it is an animal :-). Yay for Scooby Doo!

Qadira

Male Human Desk Monkey 2/ Logistics Guru 3/ Over-educated 2/Gamer 6

Well then I am totally an animal too! Hrhhm. ;-p


Female Human Fighter/5, Ranger/1(HP: 56/61; AC22/25; FF17/20; T15; F+8, R+8, W+4/+5; Perc: +10, Init +4)

I think they mean that you have to actually be an animal with animal intelligence, not that you act like you have animal intelligence.


HP 64 | AC/Touch/Flat 20/14/16 | Fort/Ref/Will +6/+7/+3 | Init +3 | CMB +6; CMD 20 Bluff (11) Diplomacy (6) Kno:Local (6) Perception (10*) Stealth (14)

Ouch, that was a low blow ;p


Hi Voodoo!

Just seeing where this one was up to :)


Female Human Fighter/5, Ranger/1(HP: 56/61; AC22/25; FF17/20; T15; F+8, R+8, W+4/+5; Perc: +10, Init +4)

Wazzup Shifty. We are in the middle of get our butts kicked by Pugwampis and their poisonous dogs. Other than that it is a great campaign.


Oh sweet!

Yeah I started off in a LoF with my healbot, but then the GM vanished just as we were getting our characters downpat. Fun days :)

Was curious to see how your session was unfolding, seems pretty good so far!

So long as Voodoo remains nice of course...


Female Human Fighter/5, Ranger/1(HP: 56/61; AC22/25; FF17/20; T15; F+8, R+8, W+4/+5; Perc: +10, Init +4)

Yeh - I keep expecting him to pull out little dolls and start sticking pins in them and telling us we got hit with spears.


Male Elf Bard - 6

Hee hee, that sounds like fun ... Hmm, maybe not!


Shifty wrote:

Was curious to see how your session was unfolding, seems pretty good so far!

So long as Voodoo remains nice of course...

Hey Shifty!

We finally made the monastery. The posting rate is quite good, but I tend to meander quite a bit.

As for being nice...well where's the fun in that? : )

We had floated the idea some months back about Auri joining as a healer. That's still a possibility, but I'm going to require some changes for a better fit. Let me know if you're still interested and then we can see if it works for you, me, and the party or not.

Qadira

Male Human Desk Monkey 2/ Logistics Guru 3/ Over-educated 2/Gamer 6

Dear lord yes! HEALER!


M Pseudodragon - 15pt - Oracle (flame) 4

Yeah no worries mate.

Check the profile and see what you think.

It was a stock L1 Pseudodragon with a 15 pt build, and took a 'character level' at L2 and L3. That meant he was 'racial HD' at L1 - hence the high HP.

My thoughts after playing the dude for a while:
He's a sad joke in combat, being basically incapable of actually hurting anything. If he was size 'small' it would have been less gimp, but T is what he is. On the upside, he's hard to hit and kill (for now).

While he has some great abilities (ie senses) he has some significant drawbacks... like lack of armour/weapon slots, and not entirely capable of manhandling things (just plain not).

Anyhow happy to hear your ideas :)


Male Elf Bard - 6

Another Healer would be good, at the moment I am the primary healer and that is very worrying when you consider the fact that I am a Bard!

The idea with walking around with a Psuedodragon who can heal, sounds extremely interesting, unique and that would definitely grabs Faelar's attention. Be ready for a load of questions ...

One of my favourite characters is a Halfling Sorceress and she often Shrinks down to Tiny, as the chance to hit is even higher, the AC is higher and spell damage is the same. All in all, I think that sounds really cool! You may even be able to sit on someone's shoulder most of the time!


Female Human Fighter/5, Ranger/1(HP: 56/61; AC22/25; FF17/20; T15; F+8, R+8, W+4/+5; Perc: +10, Init +4)

Lol - I am just starting to play a Lyrakien in one campaign. She is size Tiny and my plan, if the DM will allow it, is to cast Reduce Person on her a lot to make her Diminutive. Yeh - she will be a 5 inch tall psychotic monk. Should be interesting.

A pseudo dragon would be cool. You could pretend to be Karethas' familiar when necessary, then you are never out of place. Heck, lots of powerful good wizards have pseudo dragon familiars. And any healing is good. I know that you have experience, so the key is to have a character that is fun to play - and a pseudo dragon that thinks it is a real dragon sounds fun.

Just so you know this is one of the most un-optimized parties in history. We have no front line fighters - me, the dex based fighter is the closest we have to a front line - and we have no divine casters. So far we have survived. It would be great if you have a high perception to spot enemies so that I can take them down from a distance with my bow or crossbow.


OK, so here are my thoughts on a psuedodragon PC:

Weaknesses- No combat capability at all.

Strengths- extra HD, blindsense, flight, spell resistance, telepathy, poison.

OK, good stuff first:
combat- what about I give Auri an Amulet of Mighty Fists with the flaming ability? This would give you a tail attack that does 1d6 fire damage. Not huge damage, but something besides 1/day dragon breath and you can add on abilities later.

Concerns:
poison- I am concerned about the sleep poison though as that would be a save or die for the bad guys since sleep pretty much equals coup de gras. I'm not sure I want to outlaw it, but say it can't be used concurrently with the flaming ability and perhaps limited uses of poison per day- 1/2 HD per day? and the DC would scale 1/2 HD + Con Mod.

HD- Which gets me to HD. I'd rather keep HD and level the same. I'm not sure how monster races are usually run, but it seems to me that if you have 2HD as a monster, you ought to have 2 levels of monster before the oracle kicks in or just take 1 HD of dragon before starting Oracle?

Flying and Blindsense- OK, flying is a BIG benefit and usually not even available for low to moderate level PCs. blindsense not so big a deal. Since you will be playing an Oracle, I think this can be moderated by requiring the Clouded Vision curse. I'll just hand wave everything out to 60 feet- normal vision, darkvision, and blindsense.
Tongues is hardly a curse as Auri has telelpathy. Clouded Vision seems fair to me as it won't impaired normal combat, but will limit some aerial recon and long distance combat from the clouds.

Telepathy- i'm ok with that. helps with a DM that throws alot of languages at you : )

SR- I'm thinking it should scale more like the magic resistane dwarf ability which is SR 5 + character level.

OK, so what do you think? I've played with you enough Shifty that I know you aren't a powergamer so I'm not really concerned. It's just my GM style to keep a tight rein on balance.


Heya!

Some great ideas in there... Ill just follow on from your template :)

Sheik Voodoo wrote:


OK, good stuff first:
combat- what about I give Auri an Amulet of Mighty Fists with the flaming ability? This would give you a tail attack that does 1d6 fire damage. Not huge damage, but something besides 1/day dragon breath and you can add on abilities later.

Love the change!

Being able to actually hit and injure would be great.

Auri doesn't actually have a Dragon breath weapon though - the 'breath ability' is just the Oracle mystery 'Fire Breath (Su)' - or are you accidentally kicking me a freebie?

Sheik Voodoo wrote:


Concerns:
poison- I am concerned about the sleep poison though as that would be a save or die for the bad guys since sleep pretty much equals coup de gras. I'm not sure I want to outlaw it, but say it can't be used concurrently with the flaming ability and perhaps limited uses of poison per day- 1/2 HD per day? and the DC would scale 1/2 HD + Con Mod.

Frankly the Poison is one of the suckier parts and seems better than it is. First there has to be a hit, and then the opponents we are facing off against get a Fort save with a decent chance of pulling it off. They are only in trouble if they fail - and someone comes to kill the creature on my behalf. Conversely the armed members of the party just simply laid on the same hit and usually killed the creature outright through plain damage.

The melee fix above would mean I'm not relying on the posion - so would hardly be used (especially given the low DC nature of it), so happy to make that shift to what you recommend.

Sheik Voodoo wrote:

HD- Which gets me to HD. I'd rather keep HD and level the same. I'm not sure how monster races are usually run, but it seems to me that if you have 2HD as a monster, you ought to have 2 levels of monster before the oracle kicks in or just take 1 HD of dragon before starting Oracle?

What usually happened was that you used to play a monstrous race and were that monster (per statblock) with HD essentuially being your level, and then you started progress in whatever class with a penalty that diminshied over time. With the new Monstrous rules, you can now start pretty much at level 1 (or with a straight up level penalty if your race was worth too many 'points') but it meant taking class HD not monster HD etc.

Pseudodragons got 2hd, but were CR1 - the 'extra' HD I suppose were to pay for the lack of real attack?

Anyhow, happy to trade back a HD to start as a L1 Oracle?

Sheik Voodoo wrote:
Telepathy- i'm ok with that. helps with a DM that throws alot of languages at you : )

Only so helpful though, doesn't work for eavesdropping or if they don't want to communicate (or just yelling stuff to each other)... so remember its limits! :p

Frankly I'd actually prefer he could talk to be honest...

Sheik Voodoo wrote:

Flying and Blindsense- OK, flying is a BIG benefit and usually not even available for low to moderate level PCs. blindsense not so big a deal. Since you will be playing an Oracle, I think this can be moderated by requiring the Clouded Vision curse. I'll just hand wave everything out to 60 feet- normal vision, darkvision, and blindsense.

Tongues is hardly a curse as Auri has telelpathy. Clouded Vision seems fair to me as it won't impaired normal combat, but will limit some aerial recon and long distance combat from the clouds.

I get it, but I hate it :p

Yep he can fly, which is an upside, which gives some good aerial recon (but he used to have to fly back to the party to communicate - 60') - but when it comes time for action he's still the party healer which means he has to come back down to the melee anyhow - cant heal from up there...

I reckon this is the sticking point; happy to scale the posion, SR, drop HP, and have 5 less build points than the rest of the party, but reckon 'clipping the wings' kind of takes away the only real strong point left of the build. C'mon its his only cookie!

Sheik Voodoo wrote:
SR- I'm thinking it should scale more like the magic resistane dwarf ability which is SR 5 + character level.

Thats fine.

Sheik Voodoo wrote:
OK, so what do you think? I've played with you enough Shifty that I know you aren't a powergamer so I'm not really concerned. It's just my GM style to keep a tight rein on balance.


yes, I meant fire breath from your mystery.

yeah, I think you are right. You aren't going to really have very many artillery spells anyway on the cleric spell list; you do get access to fireball at 6th, but to heal and all you'll need to be close.

I guess my other concern about having a flying stealth drone is extended solo missions that leave the rest of the party out of the picture. but I'm willing to give it a try.

On the curse then, how did you play tongues since telepathy works in all languages? I guess one possiblity is that you lose telepathy in combat situations.


Well yeah the flying about ninja-stealth stuff is a good conversation, but I'd open that up as a pet annoyance of mine anyhow - as in how does one handle solo stealth ninja missions in gameplay generally?

It is a particularly problematic area of gameplay that actually becomes a glaring annoyance in PbP, as the rate of play slows right down - having protracted one on ones slows the speed to a standstill for ages which is generally badwrongfun for the greater party. Personally I am not a fan of splitting the party like that in PbP unless theres something for the rest to be doing concurrently - I reckon stealth missions should be 'stealth monkey tells GM what he is trying to achieve (gather info etc) and then punch out a few rolls' - basically abstract the process so it can be handled in a post or two max.

I'm perfectly happy (if it comes up) with providing my general overview:

"I would like to scout ahead and see how many guards are on duty and what they are carrying, and maybe find a less guarded window"

Perception XX roll
Stealth XX roll.

That way you can send back, "You see this, you find that, the guards did/did not seem seem to notice you" or "here, you see this much of the map before you reckon you needed to get away".

Telepathy:
It was simply handled that the Telepathy was only broadcasting in the one language, and he was only able to understand the same language being yelled/communicated back. So pretty much the same as any other Oracle. I think the reason we left the Telepathy comms up (in the one language) was that otherwise he couldn't speak at all - even with the Telepathy he is limited to 60' which is less than 'normal' Oracles.

Part of the reason Telepathy became a hinderance is the range - being limited to hissing and chirping means he can't yell to his friends and has to stay in close to communicate TO them. They can yell AT him of course ("Where's my heal at dammit!?"), but thats another story...

I'd be just as happy to bar off Telepathy if that makes life easier.
Similarly the Haunted curse instead of Tongues?

Anyhow, as you say, I'm not a powergamer (unless at a powertable!) so am happy to run flexible with the idea and tinker as we go.

Summary of changes.

combat Tail slap is now Amulet of Mighty Fists with the flaming ability [1d6] fire damage; Alternate ability - Poison, 1/2 HD times per day (1), DC 1/2 HD + Con Mod (DC 12) (Now scales, loses +2 racial bonus)

SR SR 5 + character level (7) Immune paralysis, sleep still ok?

HD As per L2 Oracle [Max hp first level, then rolled? (8+1d8+2?)] - The relatively high starting HP were good because unlike other Oracles I never envisioned any Armour slot for a PD, so over time he will be pretty exposed out there... can I trade off the Medium and Light Armour proficiencies out of the class for a different protective measure? AC17 forever is going to hurt really quick :p

Other:
Agreed Slots - in my mind, Dragons would be limited to 'Jewel' slots and carried items such as wands. I could vaguely see boots, and maybe gloves, but not sure about cloaks or clothing/armour.

Reckon he could wear a bandolier for load carrying, but thats about it.


Slots: There was a 3.0, i think, dragon splat book that got into dragon item slots. I'll have to look that up. kinda brings to mind a joke like:

Q: Why do dragon's have hoards?
A: Because they don't carry purses! ; )

yeah, i'd say armor and shields and the like are out, but most other slots I could see:

Belts: belts and girdles.
Chest: mantles, shirts, and vests.
Eyes: eyes, glasses, and goggles.
Feet: boots, shoes, and slippers.
Hands: gauntlets and gloves.
Head: circlets, crowns, hats, helms, and masks.
Headband: headbands and phylacteries.
Neck: amulets, brooches, medallions, necklaces, periapts, and scarabs.
Ring (up to two): rings.
Wrist: bracelets and bracers.

add a Tail Slot for another ring, bracelet, etc. slot.
I'm thinking your Bracelet of Might Tails-flaming could fit right there. A gift from Sarenrae you found in the monastery.

You may have to get some custom orders, but that shouldn't be difficult considering the bazaars of Katapesh City are in the neighborhood.


HD: I don't mind Auri starting out with 12 hp for his monster level.

still pondering tongues. it gladdens my tiny, shriveled GM heart to have Auri limited to squeaking and chirping during combat. :) of course he would understand Celestial spoken to him. Currently Karethas and Faelar speak Celestial. pondering...


No worries.

I had assumed you were suggesting that he was going to drop the monster level(HD) and just be a level 2 Oracle with L2 Oracle HD/BAB etc. So is he L1 or L2?

Once again, dont mind :)

'Style > Substance' anyhow!


I was thinking racial HD at first level, but just 1d12. Auri's first class level will be Oracle 1 at his 2nd character level.

As for tongues, I'll leave it up to you.

I like interesting parties, so far we have:

College Drop-Out Wizard
Naive Bard
Over the Hill Rogue
Violent Femme Archer
and L'il Dragon Healer ; )

Still could use some muscle. I think Karethas' summonings will help a lot, but I was wondering if Amir was planning on taking Leadership? It doesn't kick in until later, but we could go old skool and have a semi-reliable hireling halping out.

I feel a little badly that Amir has really been beaten up lately :P


Female Human Fighter/5, Ranger/1(HP: 56/61; AC22/25; FF17/20; T15; F+8, R+8, W+4/+5; Perc: +10, Init +4)

Why, because the fighter stands behind the bard and rogue and just shoots things? The other option is to use my rapier and do about 1/2 damage. Right now I figure that they are not doing enough damage to kill the brave rogue, and we are hurting these really annoying gremlins much more by shooting them.


Male Human Wizard (Conjurer)/ Level: 6 |HP: 37 of 37/ 33 NL| F=3 R=4 W=7 |Initiative +6| Perception +7 |AC 12(16 w/ Mage Armor)

I have to say that, other than this little climbing the ladder snafu, the rest of the party has been doing a great job soaking up damage that might have been aimed at Karethas. Bravo guys! Bravo!


Kzrira is doing some good ranged damage, but Amir would make a better tower shield if he dipped him in bronze first : )


Male Elf Bard - 6

My damage output is pathetic at the moment :(


OK well if my Lil'Dragon is going to come sailing in on the next fair breeze let me know when that will be so I can make sure I'm ready to roll :)


Female Human Fighter/5, Ranger/1(HP: 56/61; AC22/25; FF17/20; T15; F+8, R+8, W+4/+5; Perc: +10, Init +4)

Ooh, a dragon, can anyone say target practice.


Male Elf Bard - 6

So, am I correct in guessing that Aurichalcum only knows Draconic and Celestial?


HP 64 | AC/Touch/Flat 20/14/16 | Fort/Ref/Will +6/+7/+3 | Init +3 | CMB +6; CMD 20 Bluff (11) Diplomacy (6) Kno:Local (6) Perception (10*) Stealth (14)

Sorry weird child reissues came up my posting will be spotty through tomorrow I think,

Leadership is in my future. Given his age and temperament hirelings and followers just makes sense to me.


Faelar Braegen wrote:
So, am I correct in guessing that Aurichalcum only knows Draconic and Celestial?

And common and Ignan..

Of course he cant SPEAK anything :P


...but can communicate with anyone who has a language.

Shifty, we shall get you in soon. of course, this pug battle has been known to go on for a while for some reason ; )


Female Human Fighter/5, Ranger/1(HP: 56/61; AC22/25; FF17/20; T15; F+8, R+8, W+4/+5; Perc: +10, Init +4)
Sheik Voodoo wrote:

...but can communicate with anyone who has a language.

Shifty, we shall get you in soon. of course, this pug battle has been known to go on for a while for some reason ; )

Er - because we suck at fighting?


Well thats true Sheik :)

He can communicate telepathically with anyone who has a language within 60', although outside that he can only understand languages he knows that he can hear, and he can only communicate back via a game of Charades :p


Female Human Fighter/5, Ranger/1(HP: 56/61; AC22/25; FF17/20; T15; F+8, R+8, W+4/+5; Perc: +10, Init +4)

Ooh - Charades. Would that be a bluff roll or more of a sense motive?


If he's flapping his wings madly, clicking and chirping, and flying toward you at a great rate of knots then it PROBABLY means "bad guys coming". Flapping his wings madly, clicking and chirping, and flying away from you at a great rate of knots then it PROBABLY means "I didn't eat the Wizards familiar".


Kzrira Maiwith wrote:
Sheik Voodoo wrote:
of course, this pug battle has been known to go on for a while for some reason ; )
Er - because we suck at fighting?

because everyone sucks at fighting with the aura of unluck AKA flying middle finger of Fate! of course, it might help if Faelar could hit hard enough to make it past the DR. :P


Female Human Fighter/5, Ranger/1(HP: 56/61; AC22/25; FF17/20; T15; F+8, R+8, W+4/+5; Perc: +10, Init +4)

Oh. I though toward us meant my perfume smells like chocolate. And away from us meant Amir forgot to bathe again.


M Pseudodragon - 15pt - Oracle (flame) 4

Ok done, have a look in profile.

15pt Build, reduced statblock PD, Oracle 1.

See what you think? Looks a bit 'light on' but as long as I keep out of the way he should be fine.

'L1' Class HP1d8 ⇒ 6


Male Elf Bard - 6

I know, my damage output is pathetic, but I am hoping that last hit will make up for it. I can't wait to be able to get "Agile" on my Rapier!

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