The Chess Arenas (Inactive)

Game Master adsapiens


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Discussion for the Arenas game! We will use it first to control the submissions, and once the players are picked, to discuss the game itself. Please, post only once here until we actually open this topic for conversation (otherwise, keep the questions etc. on the Recruitment thread).


HP 76 (121) | AC: 18 | Str: +2; Dex: +5; Con: +11; Int: +2; Wis: +1; Cha: +14 | Inspiration: [ ] | Darkvision: 120' Spells/Day: 1 (4) / 1 (3) / 2 (3) / 2 (3) / 1 (2) / 0 (1) / 0 (1) / 0 (1) / 0 (1) | Save DC: 20 | Sorcery Points: 11 (17) | Current Spell Effects: Fly, Mage Armor

.
Dash
.


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3

Yo


Female Human
Stats:
AC 31 T 19 FF 25 | HP 94 | F 12 R 12 W 10 | CMB 14 CMD 31 | I 11 | Perc +13 (Familiar +20)
Damage:
26 HP, 7 Con

Hey hey.


I will make an alias if I am selected.

Crunch:

Wisp Emberflake
Male wayang aerokineticist 10
NG Small humanoid (wayang)
Init +8; Senses darkvision 60 ft.; Perception +20
—————
Defense
—————
AC 26, touch 18, flat-footed 20 (+7 armor, +1 deflection, +6 Dex, +1 natural, +1 size)
hp 102 (10d8+49)
Fort +11, Ref +14, Will +3; +2 vs. shadow spells
—————
Offense
—————
Speed 20 ft.
Special Attacks kinetic blast, metakinesis (empower, maximize)
Kineticist Spell-Like Abilities (CL 10th; concentration +9)
Constant—feather fall , fly
Kineticist Wild Talents Known
Defense—enveloping winds
Infusions—eruption (DC 21), extended range, extreme range, snake
Blasts—air blast (5d6+9), fire blast (5d6+2 fire), plasma blast (10d6+14 ½ fire and ½ bludgeoning)
Utility—air cushion, basic aerokinesis, basic pyrokinesis, celerity, firesight, windsight, wings of air
—————
Statistics
—————
Str 9, Dex 22, Con 18, Int 12, Wis 10, Cha 8
Base Atk +7; CMB +5 (+6 grapple); CMD 22
Feats
Acrobatic, Deadly Aim, Point-Blank Shot, Precise Shot, Reckless Aim
Traits
twitchy, vagabond child (urban)

Skills

Acrobatics +23 (+19 to jump) {10 ranks, +3 class skill, +6 Dex, +4 Acrobatic feat}
Escape Artist +31 (+32 competence to break a grapple) {10 ranks, +3 class skill, + 7 Dex, +1 trait bonus, +10 competence bonus - Improves Slick armor property}
Fly +25 {10 ranks, +3 class skill, +6 Dex, + 4 Acrobatic feat, +2 Small size}
Knowledge, Nature +5 {1 rank, +3 class skill, +1 Int}
Perception +20 {10 ranks, +3 class skill, +2 racial, +5 competance - Eyes of the Eagle}
Stealth +31 {10 ranks, +3 class skill, +7 Dex, +4 small size, +2 racial, +5 competence - Shadow armor property}
Racial Modifiers +2 Perception, +2 Stealth

Languages
Common, Infernal, Wayang

Special Qualities
Burn (3 points/round, max 7), dissolution’s child, elemental overflow +3, expanded element (fire), gather power, infusion specialization 2, internal buffer 1, light and dark

Gear
Pendant of the Blood Scarab {1,000}
Quick runner's shirt {1,000}
caltrops, cold iron (2) {4}
+3 shadow, improved slick mithral chain shirt {28,850}
Armbands of the Brawler {500}
Belt of Incredible Dexterity +2 {4,000}
Cloak of the Crusader {2,700}
Cyclops Helm {5,600}
Eversmoking Bottle {5,400}
Eyes of the Eagle {2,500}
Ring of Force Shield {8,500}
Ring of Protection +1 {2,000}
Backpack {2}
silk rope, knotted (50 ft.) {20}
{61,976}

—————
Special Abilities
—————
Air Blast (Sp) Level 5; Burn 0
Air Cushion (Sp) Constantly under the effects of feather fall.
Burn 3/round (10 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Celerity (Sp) Constantly under the effects of air bubble.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dissolution’s Child (5 rounds, 1/day) (Su) Assume the appearance of a shadow, as invisibilty.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Eruption (DC 21) Blast becomes a 10' r, 40' tall cylinder
Extended Range Kinetic blast has range of 120ft.
Extreme Range Kinetic blast has range of 480ft.
Fire Blast (Sp) Level 5; Burn 0
Firesight (Su) You can see through flames and see creatures that are on fire or have the fire subtype
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Infusion Specialization 2 (Ex) Reduce burn cost of blasts with infusions by 2
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Light and Dark (1/day) (Su) As an imm action, treat positive/negative energy as if undead for 1 min.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Plasma Blast (Sp) Level 5; Burn 2
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Reckless Aim Your lack of regard for others proves a boon when you fire projectiles into melee.
Shadow Resistance +2 on saves vs. shadow spells.
Snake Blast can bend around corners.
Windsight (Su) You can see through mist and fog (including fog cloud and similar magic).
Wings of Air (Sp) You are constantly under the effects of fly.

Fluff:

Wisp was always a little on edge. The duality of his existence often made it hard for him to find peace. This has made him fidgety and impatient.
Finding himself in the Arena has augmented his edginess, leading to a growing sense of paranoia. Due to this lack of trust Wisp will force himself to protect himself by lashing out, even though he knows he needs to rely on someone, anyone, to help him escape from this endless, mindless torture.


Male Petrifern Phytokineticist | HP 68/68 (nonlethal 6); Burn 1 | AC 26, touch 19, FF 21; CMD 14 | Fort +10, Ref +10, Will +4 | Init +5, Perception +10 (blindsight 30 ft.)

Submission here.


Male Kitsune Swashbuckler (Inspired Blade) 6/Unchained Rogue 4 | HP 11/70 | AC: 28 T: 21 Fl: 18 | CMB: +9 CMD: 27 | F +7 R +20 W +6(+2 more v/fear) | Init +10 | Perc: +13 Low-Light Vision | Panache 4/4

Kit Vulpik, Kitsune Swordsfox, at your service!


Here is my submission, Cthurinai.


Here is my submission. I will make an alias if selected.

Fluff:

Drake has always been a little arrogant, truth be told. Growing up in the ocean, he pushed himself to explore all the underwater ruins and shipwrecks and anything else interesting he could find. Eventually, his mastery of the water grew to bore him, and he wanted to reach out to further conquests. So he focused on mastering his gifts over the elements, starting with his telekinetic abilities, and eventually worked on that enough to begin growing out into the very air itself. As soon as he was able, he left the waters, and began to explore the world above as well.

Once he found himself in the Arena, he approached this new world the same way he had the worlds before - he set out to win. Nothing less would ever do for Drake. That meant more than one thing to him here in the Arena, as well; he was determined to beat any challengers in the Arena, and equally determined to ultimately beat those who ran the Arena. He didn't know if that was possible, but if it was, he would find out how.

Crunch:

Drake
Male merfolk telekineticist 10 VMC Foresight Wizard
LN Medium humanoid (aquatic)
ARTs Darkvision
Init +17 (+7 Dex, +5 VMC Wizard, +4 Familiar, +1 Ioun); Senses darkvision (60ft); Perception +19
--------------------
Defense
--------------------
AC 29, touch 18, flat-footed 23 (+6 armor, +1 deflection, +6 Dex, +1 insight, +2 natural, +3 shield)
hp 73 (10d8+20)
Fort +10 (+7 base, +1 con, +2 cloak), Ref +16 (+7 base, +7 dex, +2 cloak), Will +7 (+3 base, +1 wis, +2 cloak, +1 trait)
--------------------
Offense
--------------------
Speed 5 ft., swim 50 ft.
Special Attacks kinetic blast, metakinesis (empower, maximize)
Spell-Like Abilities (CL 10th; concentration +17)
. . Constant—feather fall
Kineticist Spell-Like Abilities (CL 10th; concentration +17)
. . Constant—fly
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—extended range, extreme range, kinetic blade, pushing infusion
. . Blasts—aetheric boost (+5 damage to blasts), electric blast (5d6+6 electricity), telekinetic blast (5d6+15)
. . Utility—air cushion, basic aerokinesis, basic telekinesis, telekinetic finesse, telekinetic haul, telekinetic invisibility, telekinetic maneuvers, wings of air, celerity
Ranged Attack Bonus for Blasts
+18 (+7 BAB, +7 Dex, +3 Overwhelming Power, +1 Weapon Focus)

--------------------
Statistics
--------------------
Str 7 (7 base), Dex 24 (18 base, +2 racial, +4 belt), Con 12 (10 base, +2 racial), Int 10 (10 base), Wis 12 (12 base), Cha 24 (16 base, +2 racial, +4 headband, +2 stat increase)
Base Atk +7; CMB +5 (+7 BAB, -2 Str); CMD 24 (10 base, +7 BAB, -2 Str, +7 Dex, +1 deflection, +1 insight) (can't be tripped)
Feats Extra Wild Talent (Air Cushion), Extra Wild Talent (Celerity), Weapon Focus (kineticist blast)
Traits indomitable faith, trap finder
Skills
Acrobatics +7 (-5 to jump) (+7 Dex),
Bluff +10 (+7 Cha, +3 competence Circlet),
Diplomacy +10 (+7 Cha, +3 competence Circlet),
Disable Device +23 (+10 ranks, +3 class, +7 Dex, +1 trait, +2 mwk tools),
Disguise +10 (+7 Cha, +3 competence Circlet),
Fly +10 (+3 ranks, +7 Dex),
Handle Animal +11 (+1 rank, +7 Cha, +3 competence Circlet),
Intimidate +10 (+7 Cha, +3 competence Circlet),
Linguistics +1 (+1 rank),
Perception +19 (+10 rank, +3 class, +1 Wis, +5 competence eyes),
Perform (dance) +16 (+6 rank, +7 Cha, +3 competence Circlet),
Profession (fisherman) +5 (+1 rank, +3 class, +1 Wis),
Sleight of Hand +11 (+1 rank, +3 class, +7 Cha),
Spellcraft +1 (+1 rank),
Stealth +17 (+5 ranks, +3 class, +7 Dex, +2 competence ioun),
Swim +6 (-2 Str, +8 racial),
Use Magic Device +14 (+1 rank, +3 class, +7 Cha, +3 competence Circlet)

Languages Aquan, Common, Infernal
SQ amphibious, expanded element (air), gather power, infusion specialization 2, mental prowess, mind over matter
Other Gear
+2 mithral chain shirt (5,100 gp, 12.5 lbs),
+2 mithral buckler (5,005 gp, 2.5 lbs),
dusty rose prism ioun stone (5,000 gp, 0 lbs),
cracked dusty rose prism ioun stone (500 gp, 0 lbs),
cracked magenta prism ioun stone (stealth) (800 gp, 0 lbs),
belt of incredible dexterity +4 (16,000 gp, 1 lbs),
circlet of persuasion (4,500 gp, 0 lbs),
cloak of resistance +2 (4,000 gp, 1 lbs),
eyes of the eagle (2,500 gp, 0 lbs),
headband of alluring charisma +4 (16,000 gp, 1 lbs),
ring of protection +1 (2,000 gp, 0 lbs),
masterwork thieves' tools (100 gp, 2 lbs),
494 gp 100 cp
--------------------
Special Abilities
--------------------
Aetheric Boost (Sp) Level 5; Burn 2
Air Cushion (Sp) Constantly under the effects of feather fall.
Amphibious (Ex) You can survive indefinitely on land.
Celerity (Sp) You can galvanize the flow of electricity within your allies to enhance their speed. This acts as haste except it lasts for 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess.
Darkvision (60 feet) You can see in the dark (black and white only).
Electric Blast (Sp) Level 5; Burn 0
Extended Range Kinetic blast has range of 120ft.
Extreme Range Kinetic blast has range of 480ft.
Familiar Bonus +4 bonus on initiative.
Foresight Associated School: Divination
Forewarned 5 (Su) Receive a +5 bonus to init checks. Can always act in surprise rounds.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Infusion Specialization 2 (Ex) Reduce burn cost of blasts with infusions by 2
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Light Sensitivity Dazzled in areas of bright sunlight or in a daylight spell
Mental Prowess (2/day) (Su) Reduce burn of any wild talent by 1.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Mind Over Matter (Ex) Use Charisma in place of Constitution for wild talents.
Prescience (3/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Pushing Infusion Your kinetic blasts makes Bull Rush CMB using Con.
Swim (50 feet) You have a Swim speed.
Telekinetic Blast (Sp) Level 5; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Invisibility (Sp) Grants invisibility
Telekinetic Maneuvers (Sp) Do combat maneuvers using you Con to determine your CMB..
Wings of Air (Sp) You are constantly under the effects of fly.

--------------------
Familiar
--------------------
Stryker
Greensting scorpion (figment, sage)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +17
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 20 (1/4 of master's HP)
Fort +7 (master's base), Ref +10 (master's base +3 Dex), Will +3 (master's base)
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee sting +10 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 15, Wis 10, Cha 2
Base Atk +7 (master's base); CMB +8 (+7 BAB +3 Dex -2 Size); CMD 14 (26 vs. trip)
Feats Weapon Finesse
[b]Skills

Knowledge (arcana) +11 (1 rank, 3 class, 2 Int, 5 Sage bonus),
Knowledge (dungeoneering) +11 (1 rank, 3 class, 2 Int, 5 Sage bonus),
Knowledge (engineering) +11 (1 rank, 3 class, 2 Int, 5 Sage bonus),
Knowledge (geography) +11 (1 rank, 3 class, 2 Int, 5 Sage bonus),
Knowledge (history) +11 (1 rank, 3 class, 2 Int, 5 Sage bonus),
Knowledge (local) +11 (1 rank, 3 class, 2 Int, 5 Sage bonus),
Knowledge (nature) +11 (1 rank, 3 class, 2 Int, 5 Sage bonus),
Knowledge (nobility) +11 (1 rank, 3 class, 2 Int, 5 Sage bonus),
Knowledge (planes) +11 (1 rank, 3 class, 2 Int, 5 Sage bonus),
Knowledge (religion) +11 (1 rank, 3 class, 2 Int, 5 Sage bonus),
Perception +17 (10 ranks, 3 class, 4 racial),
Stealth +22 (4 ranks, 3 class, 3 Dex, 8 tiny, 4 racial);
Languages Aquan, Common
SQ manifest dreams, recurring dream
--------------------
Special Abilities
--------------------
Climb (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Manifest Dreams (Su) You can reshape your familiar every morning.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
Recurring Dream (Su) Your familiar is a projection of your own mind.
Manifestation - Climb You gain a climb speed equal to your move speed
Manifestation - Unnatural Aura Animals won't approach without a DC25 Handle Animal, Ride, or wild empathy check

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Welcome to the Arena guys! I will create the Gameplay so you can dot there (and delete your posts) so it will appear on the Campaign tab. I'm going through reviews on the sheets and backstories and should have some small adjusts to request. Until then, please feel free to ask any questions here. We will start gameplay effectively this weekend, I believe :)


Male Kitsune Swashbuckler (Inspired Blade) 6/Unchained Rogue 4 | HP 11/70 | AC: 28 T: 21 Fl: 18 | CMB: +9 CMD: 27 | F +7 R +20 W +6(+2 more v/fear) | Init +10 | Perc: +13 Low-Light Vision | Panache 4/4

All right! I'm ready for Kit to be miserable about having to do this! >:D


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3

Ready too. Do we know ahead of time that after the fights the loser is restored?


Female Human
Stats:
AC 31 T 19 FF 25 | HP 94 | F 12 R 12 W 10 | CMB 14 CMD 31 | I 11 | Perc +13 (Familiar +20)
Damage:
26 HP, 7 Con

Alright, ready to rock. :)


@Flint: basically, you'll learn most about the fights in on, during the first scenes. It's not PvP the entire time, as I explained... There's an excuse of an story going on the background :)


Male Petrifern Phytokineticist | HP 68/68 (nonlethal 6); Burn 1 | AC 26, touch 19, FF 21; CMD 14 | Fort +10, Ref +10, Will +4 | Init +5, Perception +10 (blindsight 30 ft.)

Hey all, I'm here! Sorry for the delay in posting, I'd forgotten to keep checking in after Thanksgiving weekend and all, but Chess PM'd me and I'm very excited for this. It seems like it'll be a lot of fun going through the game, especially alongside the rest of you.


@Flint: we're missing on your background references to what campaign you were when you were snitched, and we need to replace one of your traits with a campaign trait (not from Reign of Winter, Jade Regent or Legacy of Fire - choose from any other Paizo campaign).


Sorry for the double post, guys: I'm finishing the last details to start your game now. As much as I copied your character sheets and will help check when needed, we all know Pathfinder isn't designed for PvP. With that said, what I mean is that for our game here succeed and we have fun, I will have to count with your help and honesty.

Believe me: PvP might be the focus of the game, but there's a lot going on on the background, plus you'll have the chance to fight multiple enemies, players and NPCs. Let's keep the game fun for everybody. Winning isn't everything, and if things work well here, we might add new friends in the future or even create nice guidelines for people to play other games with this focus.

Anyway... Have fun! And please, don't mind the very much more-dangerous-than-the-other-players dungeons you'll be thrown into!


Male Petrifern Phytokineticist | HP 68/68 (nonlethal 6); Burn 1 | AC 26, touch 19, FF 21; CMD 14 | Fort +10, Ref +10, Will +4 | Init +5, Perception +10 (blindsight 30 ft.)

I'm guessing Gameplay with a post up means we should begin posting in there as well? Reacting to the rags and internal thoughts, I presume.


Correct, my friend. And please, feel free to post questions here - if it's something that is not going to be answered in ON, it'll be my pleasure to clarify. :)


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3
The Chess wrote:
@Flint: we're missing on your background references to what campaign you were when you were snitched, and we need to replace one of your traits with a campaign trait (not from Reign of Winter, Jade Regent or Legacy of Fire - choose from any other Paizo campaign).

Fixed. Conspiracy Hunter form council of thieves has the same effect.


Female Human
Stats:
AC 31 T 19 FF 25 | HP 94 | F 12 R 12 W 10 | CMB 14 CMD 31 | I 11 | Perc +13 (Familiar +20)
Damage:
26 HP, 7 Con
The Chess wrote:
@Flint: we're missing on your background references to what campaign you were when you were snitched, and we need to replace one of your traits with a campaign trait (not from Reign of Winter, Jade Regent or Legacy of Fire - choose from any other Paizo campaign).

I'll need to make some modifications.

Also, I checked, and literally every one of us that you accepted chose one of those three campaigns.

Are the reasons we need to change story based or power based or both? If it's power based, would you mind if I kept the same backstory and just picked a different mechanical effect? If it's story based, would you mind vice versa?


Oh no Misriel! I asked Flint to not use these campaigns because they were the campaigns you guys used. I wanted each person to come from a different background. You're fine with your choice ;)


Female Human
Stats:
AC 31 T 19 FF 25 | HP 94 | F 12 R 12 W 10 | CMB 14 CMD 31 | I 11 | Perc +13 (Familiar +20)
Damage:
26 HP, 7 Con
The Chess wrote:
Oh no Misriel! I asked Flint to not use these campaigns because they were the campaigns you guys used. I wanted each person to come from a different background. You're fine with your choice ;)

Oh, shwew, yay!


Female Human
Stats:
AC 31 T 19 FF 25 | HP 94 | F 12 R 12 W 10 | CMB 14 CMD 31 | I 11 | Perc +13 (Familiar +20)
Damage:
26 HP, 7 Con

Gonna pass on posting this rotation. Go ahead. Misriel doesn't have much to add.


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3

Wait. Question. Since Mutagen gives an untyped bonus to nat armor, does it stack with my amulet? And does the penalty I get to Wisdom reduce Grit pool? I think it's no since temporary loss doesn't change per day class abilities but I wanted to check. I mean, barbarians don't get extra rounds of rage when raging because of the CON boost so I should't loose Grit points from WIS penalty right?


Male Kitsune Swashbuckler (Inspired Blade) 6/Unchained Rogue 4 | HP 11/70 | AC: 28 T: 21 Fl: 18 | CMB: +9 CMD: 27 | F +7 R +20 W +6(+2 more v/fear) | Init +10 | Perc: +13 Low-Light Vision | Panache 4/4

I believe the natural armor bonus from mutagen would stack, as the types are different. No clue what the GM will rule for the second.


Hey guys! I'm working on my move and relocation and should be back by Wednesday. Cheers!


Female Human
Stats:
AC 31 T 19 FF 25 | HP 94 | F 12 R 12 W 10 | CMB 14 CMD 31 | I 11 | Perc +13 (Familiar +20)
Damage:
26 HP, 7 Con

By which time it's an almost certainty that a few of us are to be busy with Christmas. :P


Male Kitsune Swashbuckler (Inspired Blade) 6/Unchained Rogue 4 | HP 11/70 | AC: 28 T: 21 Fl: 18 | CMB: +9 CMD: 27 | F +7 R +20 W +6(+2 more v/fear) | Init +10 | Perc: +13 Low-Light Vision | Panache 4/4

'tis the season. :D


Natural armor doesn't stack, unless it says so clearly on the ability giving it (such as on the spell Barkskin). Since the amulet is based on the spell, then I'll just assume it increases existing natural armor (which would come from the mutagen) and let them stack. Observe the amulet won't stack with other enhancement boni to your armor, though...

About Grit: you don't lose the points because of the Mutagen.


Male Kitsune Swashbuckler (Inspired Blade) 6/Unchained Rogue 4 | HP 11/70 | AC: 28 T: 21 Fl: 18 | CMB: +9 CMD: 27 | F +7 R +20 W +6(+2 more v/fear) | Init +10 | Perc: +13 Low-Light Vision | Panache 4/4

Tekumsah, if you're allowed to roll swim untrained, you'd better get an 11, too. Because this is just too funny right now.


Male Petrifern Phytokineticist | HP 68/68 (nonlethal 6); Burn 1 | AC 26, touch 19, FF 21; CMD 14 | Fort +10, Ref +10, Will +4 | Init +5, Perception +10 (blindsight 30 ft.)

Alas, it appears it wasn't in the numbers.


Male Kitsune Swashbuckler (Inspired Blade) 6/Unchained Rogue 4 | HP 11/70 | AC: 28 T: 21 Fl: 18 | CMB: +9 CMD: 27 | F +7 R +20 W +6(+2 more v/fear) | Init +10 | Perc: +13 Low-Light Vision | Panache 4/4

NoooooooooooooooooooooooOkay.


Holidays period and guess what? I'm going to be absent again this weekend, for some days. I'll be back Tuesday. I hope you all have a fantastic New Year's eve.

For the games I'm playing in: please feel free to bot me as needed, GM. I apologize for the inconvenience!

For the games I'm hosting: don't worry, I'll be back! Feel free to use the period to get your posts current.

I may be able to log in spottily during the weekend.

Cheers!


Update tomorrow morning! For the second round, I will tune down the dungeons. I'm already modifying some of the ones I have. The environment is a little too murderous right now :/


Female Human
Stats:
AC 31 T 19 FF 25 | HP 94 | F 12 R 12 W 10 | CMB 14 CMD 31 | I 11 | Perc +13 (Familiar +20)
Damage:
26 HP, 7 Con

I feel like we designed a bunch of characters with being self-sufficient duelists, but the lethality of the environment means what you really need is a self-sufficient dungeon explorer. Which is usually a role that requires an entire party and dedicated magical healing, which felt discouraged.


Male Kitsune Swashbuckler (Inspired Blade) 6/Unchained Rogue 4 | HP 11/70 | AC: 28 T: 21 Fl: 18 | CMB: +9 CMD: 27 | F +7 R +20 W +6(+2 more v/fear) | Init +10 | Perc: +13 Low-Light Vision | Panache 4/4

We're also almost purely martial classes, which means we don't have ways to handle things like swarms or poison (on a failed save) well.

Or, in my case, enemies who roll luck a couple times in a row. :/


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3

I feel like miseriel could have lasted longer if she had just ran. I think her movement was still faster than the swarms. Swarms are tough to deal with with only melee.

Also fact that we can have consumables is a problem too. A few splash weapons and a lot of situations would have been easier.


Female Human
Stats:
AC 31 T 19 FF 25 | HP 94 | F 12 R 12 W 10 | CMB 14 CMD 31 | I 11 | Perc +13 (Familiar +20)
Damage:
26 HP, 7 Con

I think I would have survived longer yes, but no one's really dealing with the environment so hot. And they had me surrounded because I failed perception, so I would have taken some damage no matter what.


Male Kitsune Swashbuckler (Inspired Blade) 6/Unchained Rogue 4 | HP 11/70 | AC: 28 T: 21 Fl: 18 | CMB: +9 CMD: 27 | F +7 R +20 W +6(+2 more v/fear) | Init +10 | Perc: +13 Low-Light Vision | Panache 4/4

I'd say the second problem with the environment other than just the deadliness of it is that there's not any real choice in them. Sure, some of us had multiple paths to choose from, but without the time to scout out and determine which path best suited our skills (or has the best rewards or whatever our decision might be), it was basically rolling a die. I'd like it if the dungeons felt like some cleverness and careful use of our skills would give us a major edge, instead of just how well we roll in combat.

Of course, I recognize that achieving that is much more difficult than simply tweaking numbers to not kill us, so I'm not expecting it to happen, but it would be nice.


Male Petrifern Phytokineticist | HP 68/68 (nonlethal 6); Burn 1 | AC 26, touch 19, FF 21; CMD 14 | Fort +10, Ref +10, Will +4 | Init +5, Perception +10 (blindsight 30 ft.)

I imagine that if there are a number of different dungeon environments, we'll all have our chances to use our skills. Being that we're all mainly martial types, it does mean we're at a disadvantage for some things, and exploration isn't necessarily a strong suit... but I think we all have a skill or two here and there that can help in the long run.

I mean, sooner or later there'll have to be a Mega Awesome Shaolin Showdown of Death on bamboo poles over a spiked pit, right?

...I hope?


Male Kitsune Swashbuckler (Inspired Blade) 6/Unchained Rogue 4 | HP 11/70 | AC: 28 T: 21 Fl: 18 | CMB: +9 CMD: 27 | F +7 R +20 W +6(+2 more v/fear) | Init +10 | Perc: +13 Low-Light Vision | Panache 4/4

Ah, I wasn't meaning skills as in the rules-constructs, but skills as in 'the things we're good at'. :D

Basically, I'd like the opportunity for cleverness rather than dice rolls to give us an advantage. Perhaps I just didn't pick up on it, but it didn't seem like the environment in this set of dungeons was conducive to that. But as I said, it's difficult to design a Pathfinder dungeon where there are clever ways to make things easier for yourself (without being ridiculously obvious, at least).


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3

I went back through what you went through and yeah...the rolls were not on your side. They needed a 19-20 to hit and managed to hit them a lot. I do wonder what the water was. A way out or an elemental laying in wait.


Yes, you guys are right. I'm using parts of maps from old games I GM'd (usually for parties of 4, with CR 5 or 6).

My idea with this game wasn't simply to clash players against each other, but also tell a backstory. More importantly, however, was to conduct it as an experiment of classes within dungeons; like self-sufficiency, let's say.

Other words: the game isn't only about PvP, but actually what classes would fair better in a more general aspect (hence why the skill checks on the beginning as well).

So far the challenges have been quite brutal, and it's on me. I need to review the maps and tune it down, probably. I already made them much smaller to speed up the engagement.

Should we change the type of game? If it's not being fun, we can think on modifications to make it more fun to you guys.

EDIT: By the way, there were already some advantages on the fields... Like potions and a wand. They're just not too obvious. Plus, some challenges there are definitely to run from, or maybe to "kite" towards your enemy :)


Male Petrifern Phytokineticist | HP 68/68 (nonlethal 6); Burn 1 | AC 26, touch 19, FF 21; CMD 14 | Fort +10, Ref +10, Will +4 | Init +5, Perception +10 (blindsight 30 ft.)

I'm fine with it being not just PvP--that was clearly meant to be part of it from the start, and it's part of the reason I threw my hat in. The opportunity for PvP is fun, but a good game needs to have more than that going on, and this one does--and should. That'll include some tough environmental factors, NPC enemies, all sorts of stuff. I like the idea of that. (I'm also looking forward to hopefully teaming up with the others to take on combats as a team of gladiators--at least I figure that'll happen eventually.)

A first combat that brutally stomps us and makes us hurt is rough, but in some ways it does give us a good in-character look at this arena. It's about the show, but it's about more than simply being good at fighting. (That said, our characters are primarily built toward fighting, so maybe a little more of that would be solid.)


GS 5/AL 5 | HP 6/79 | AC 27(29 with mutagen), Touch 20, FF 19(21) | CMB +8 | CMD 24 (26) | Fort +10, Ref +15(+17), Will +8(+7) | Init +5(+7) | Perception +16(+15)| Senses: (Darkvision with Mask) Extracts: 1st 4/5 2nd 1/3 | Bombs 7/8 | Grit 2/3

If you want to test classes then some of us should probably roll up a divine and arcane caster. There are three martial characters and me who is still firing from melee range. I would honestly like to see how a caster would have faired in Kit's area.

Also is Tekumsah in the tower? How much further would I have to go to even fight him?


Male Kitsune Swashbuckler (Inspired Blade) 6/Unchained Rogue 4 | HP 11/70 | AC: 28 T: 21 Fl: 18 | CMB: +9 CMD: 27 | F +7 R +20 W +6(+2 more v/fear) | Init +10 | Perc: +13 Low-Light Vision | Panache 4/4

Honestly, I prefer it with none of us being casters. I also prefer there being less emphasis on the PvP. My main issue with the challenges is that most of them have just been roll-fests--it didn't seem like most of them had any options to them other than fighting or running blindly into the unknown.

It's difficult to say how to fix this, though... more opportunity to scout, maybe? Multiple paths ahead at all times with the time to check out which one has the best risk/reward ratio? Not sure.

Most classes aren't even close to self-sufficient. Divine classes maybe. Each other class has glaring weaknesses that they'll just crumple to, and, well, everyone has bad luck every now and again. Not sure what to do about that, either.


Female Human
Stats:
AC 31 T 19 FF 25 | HP 94 | F 12 R 12 W 10 | CMB 14 CMD 31 | I 11 | Perc +13 (Familiar +20)
Damage:
26 HP, 7 Con

A properly built arcane of our level is self-sufficient via summoning. Level 10 is actually right in the summoner sweet spot of levels 7-13. You can summon healing minions that are relevant, spellcasting minions that can aoe, and melee minions that can make equal level fighters jealous.

Also, I'd like to mention none of us have a will save over 10. A proper arcane would have a 75% chance of completely disabling one of us on their first cast.

Unless the environment screwed them over by running them out of spells, I don't see how a caster would lose to one of us. None of us are in crazy rage-lance pounce instant death from 100 feet away builds, except maybe Flint.


Male Kitsune Swashbuckler (Inspired Blade) 6/Unchained Rogue 4 | HP 11/70 | AC: 28 T: 21 Fl: 18 | CMB: +9 CMD: 27 | F +7 R +20 W +6(+2 more v/fear) | Init +10 | Perc: +13 Low-Light Vision | Panache 4/4

Ah, true, I always forget summoning.


Putting it on hold for now. I'm working on the maps to reduce them and make them less deadly, and considering suggestions from the players. Some people seem to be demotivated, so I'll consider even the possibility of cancelling the arenas. :/

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