The Twisted Closet (Inactive)

Game Master I'm Hiding In Your Closet

The Impossible Forest


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Open for discussion!


Welcome to my nightmare - I think you're gonna like it!

I need the following information from all of you:

Player moniker
Character name
PFS character ID#
Day Job roll
Faction
Initiative modifier
Perception modifier
number of teeth
If your character were a famous historical-Earth building, which one would they be?

Dark Archive

HP 19/19; AC 16 13t 13f; f 2, r 6, w 3; bab 1, melee +2, ranged +5; cmb 0, cmd 13; init +3; inspir 4/5; wclw 48; folio reroll 1/1 | wayang investigator (empiricist)/2 | -22 *
skills:
acro 3, apprs 4, craft alch 9, diplo 8, disable 9, escape 3, kn hist 8, kn religion 8, kn engrg 8, kn local 8,kn nat 8, kn nob 8, kn planes 8, kn rel 8, ling 8, perc 9/10 traps, splcrft 8, stlh 8, sm 4, umd 9

Player moniker: JAF0
Character name: 'Jack of Shadows'
PFS character ID# 52335-22
day job roll craft alchemy: 1d20 + 9 + 5 ⇒ (8) + 9 + 5 = 22
Faction: DA
Initiative modifier +3
Perception modifier: +9 (+10 traps)
number of teeth: NFI
If your character were a famous historical-Earth building, which one would they be? Fallingwater

Scarab Sages

Half-elf Fighter 2 / Magus 2 / Witch 1 | HP 42/42 | AC 18; Tch 13; FF 15 | F +8; R +2; W +4 | CMB+5; CMD 17 | Speed 30 ft | Init +4 | +1 Falcata: +6 (1d8+3/19-20/x3) | Perc+13

I think I'll go with this one:

Player PatheticWretch
Character Fatham
PFS# 132076-28
Faction Scarab Sages

No day job. Thanks for running it!

Dark Archive

HP 19/19; AC 16 13t 13f; f 2, r 6, w 3; bab 1, melee +2, ranged +5; cmb 0, cmd 13; init +3; inspir 4/5; wclw 48; folio reroll 1/1 | wayang investigator (empiricist)/2 | -22 *
skills:
acro 3, apprs 4, craft alch 9, diplo 8, disable 9, escape 3, kn hist 8, kn religion 8, kn engrg 8, kn local 8,kn nat 8, kn nob 8, kn planes 8, kn rel 8, ling 8, perc 9/10 traps, splcrft 8, stlh 8, sm 4, umd 9

Fatham, you can delete your dot and the effect will still be there (game on your campaign page) but it declutters the gameplay thread... just an fyi.


Fatham wrote:

I think I'll go with this one:

Player PatheticWretch
Character Fatham
PFS# 132076-28
Faction Scarab Sages

No day job. Thanks for running it!

Hey, hey, gotta pay to play, need the rest of that info!

Scarab Sages

Half-elf Fighter 2 / Magus 2 / Witch 1 | HP 42/42 | AC 18; Tch 13; FF 15 | F +8; R +2; W +4 | CMB+5; CMD 17 | Speed 30 ft | Init +4 | +1 Falcata: +6 (1d8+3/19-20/x3) | Perc+13
I'm DMing In Your Closet wrote:
Fatham wrote:

I think I'll go with this one:

Player PatheticWretch
Character Fatham
PFS# 132076-28
Faction Scarab Sages

No day job. Thanks for running it!

Hey, hey, gotta pay to play, need the rest of that info!

Post deleted, and sorry...I didn't see these other requests!

Initiative modifier +4
Perception modifier +10
number of teeth 32 (do half-elves have the same number, or do smaller elven mouths have 28? Hmmm...)
If your character were a famous historical-Earth building, which one would they be? Let's go with Shanghai World Financial Center

Silver Crusade

AC 16, touch 11, flat-footed 16 (+5 armor, +1 trait) hp 21 (2d10+4) Fort +8, Ref +3, Will +6; +2 vs. enchantments

Happy to be here, have to make sure his stats are accurate since I havent played him since he leveled

Silver Crusade

AC 16, touch 11, flat-footed 16 (+5 armor, +1 trait) hp 21 (2d10+4) Fort +8, Ref +3, Will +6; +2 vs. enchantments

Character name Talondreal
PFS character ID# 43330-12
Day Job roll profession solider 1d20 + 5 ⇒ (1) + 5 = 6
Faction silver crusade
Initiative modifier +3
Perception modifier +2


*holds out hand, coughs politely, waits for those last two*

Scarab Sages

Male Half-Orc Shaman lvl 2 HP:21/21Initiative:+1AC:17, T:11, FF:16, CMB:+1, CMD:12, Fort: +2, Ref: +1. Will: +7, Perception: +4, Spells:1st: (DC15) 3/3 +1 Melee:Whip +1(1d3, x2), Club +1(1d6, x2) Ranged: Light Crossbow+2(1d8, 19x2) [spoiler=Pancho]Toad Familiar lvl 2

Player: xXCrusaderXx
Character Name: Kristoff Briarheart
PFS#: 29609-5
Faction: Dark Archives
Day job: *Peck*...*Peck*...*Blink*
Initiative: +5
Perception: +10
Number of teeth: 1 beak(Though some birds do have teeth, Not me...)
As for historical building: Notre-Dame de Paris

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Player:Waterhammer
Character name: Ardain Castlyn
PFS character ID#150456-1
Day Job roll: N/A
Faction:Grand Lodge
Initiative modifier: +2
Perception modifier: +6
number of teeth: 32
If your character were a famous historical-Earth building, which one would they be? Palace of Westminster in London.

Silver Crusade

AC 16, touch 11, flat-footed 16 (+5 armor, +1 trait) hp 21 (2d10+4) Fort +8, Ref +3, Will +6; +2 vs. enchantments

number of teeth: All of his teeth
If your character were a famous historical-Earth building, which one would they be? La Basilica da San Pietro in Vaticano


Still missing miteke and Stiehle's characters....

Sovereign Court

Init: +6 | AC: 18, Touch: 14, FF: 14, CMD: 16 | HP: 21 (of 21) | Speed: 30’ | Fort: +4, Ref: +8, Will: +0 | Perception: +4, Low-Light Vision | Grit/Panache Used: 0 (of 4)

My sincere apologies! I had thought I'd kept track of the various games I'd applied for, but this one (my very first!) slipped through the cracks. I will get my character sheet loaded into my profile today. For now, my important stats are in that 'sig' type line under my name. And here is the rest of the information you wanted!

Player moniker Stiehle
Character name Corwyn Silverwolf
PFS character ID #260381-3
Day Job roll Sailor (Prof): 1d20 + 3 ⇒ (20) + 3 = 231d6 + 2 ⇒ (3) + 2 = 5
Faction Sovereign Court
Initiative modifier +4
Perception modifier -1 (Low-Light Vision)
Number of teeth Corwyn appears to have 32 teeth, but only because he usually disguises himself as a human! In fact, he has 42 teeth (including 4 canines) as a Kitsune.
If your character were a famous historical-Earth building, which one would they be? The Taj Mahal!

Sovereign Court

Init: +6 | AC: 18, Touch: 14, FF: 14, CMD: 16 | HP: 21 (of 21) | Speed: 30’ | Fort: +4, Ref: +8, Will: +0 | Perception: +4, Low-Light Vision | Grit/Panache Used: 0 (of 4)

Oops! Sorry, you can ignore that d6 after my day job roll. First roll is a crit! I hope that's a sign of good things to come and not all of my luck wasted already. :)

Sovereign Court

Init: +6 | AC: 18, Touch: 14, FF: 14, CMD: 16 | HP: 21 (of 21) | Speed: 30’ | Fort: +4, Ref: +8, Will: +0 | Perception: +4, Low-Light Vision | Grit/Panache Used: 0 (of 4)

Character sheet is finished (see below), but I have a quick question! This adventure doesn't officially begin until October 6th? Is it legal to run Corwyn in other adventures until that date? He definitely won't gain levels past 2, but if I do use him in a couple adventures between now and then he might become 2nd level. Would I simply make the adjustments to my character sheet, which would then become locked in on the 6th?

Or should I no longer game with Corwyn on table-top or on a Roll20 online game? I do have a game tonight (Tuesday, 9/26) I'd planned to bring him on, though assuming he survives he will still be 1st level with 2xp - so the only changes I might make tonight will be with his equipment (maybe a masterwork rapier and chakram, if I can afford them both).

Thanks for any advice you can give me.

Corwyn:

Corwyn Silvermane
Male Kitsune (Shapechanger)
Swashbuckler 1
Sovereign Court
Neutral Good (respects Desna)
Medium

Strength 12 [+1] Constitution 14 [+2] Wisdom 8 [-1]
Dexterity 18 [+4] Intelligence 10 [+0] Charisma 15 [+2]

-------------------------------------------------------------

Defense:

Armor Class 18, Touch AC 14, Flat-Footed AC 14
(+2 Armor, +1 Shield, +4 Dex)
Masterwork Studded Leather Armor: +3 AC Bonus, +5 Max DEX, 30' Speed; Masterwork Buckler: +1 AC Bonus

Combat Maneuver Defense 16
(10 +1 BAB, +1 STR, +4 DEX)

Hit Points 12

Fort Save +2
(+0 Base + 2 CON)
Reflex Save +6
(+2 Base + 4 DEX)
Will Save +0
(+0 Base + -1 WIS)

-------------------------------------------------------------

Offense:

Initiative +4
Senses Perception +1, Low-Light Vision

Normal Speed 30 ft.
Modified Speed 30 ft.

Base Attack Bonus +1, Melee Attack +2 (BAB + STR), Ranged Attack +5 (BAB + DEX)

Combat Maneuver Bonus +2 (BAB + STR)

Melee Weapons:
Rapier +6 (1d6+1, 18-20 x2, Pi)
Dagger +5 (1d4+1, 19-20 x2, Pi or Sl)
Bite (in natural form only) +5 (1d4+1, x2, Bl/Pi/Sl)

Ranged Weapons:
Chakram +5 (1d8+1, x2, 30' range, Sl)
Dagger +5 (1d4+1, 19-20 x2, 10' range, Pi or Sl)

-------------------------------------------------------------

Skills:
(5 Skill Points)

Acrobatics +10 [1 Rank, +3 Class, +4 DEX, +2 Racial]
Appraise +0 [+0 INT]
Bluff +6 [1 Rank, +3 Class, +2 CHA]
Climb +1 [+1 STR]
Diplomacy +6 [1 Rank, +3 Class, +2 CHA]
Disguise +2 [+2 CHA]
Escape Artist +4 [+4 DEX]
Fly +4 [+4 DEX]
Heal -1 [-1 WIS]
Intimidate +2 [+2 CHA]
Perception -1 [-1 WIS]
Profession (Sailor) +3 [1 Rank, +3 Class, -1 WIS]
Ride +4 [+4 DEX]
Sense Motive -1 [-1 WIS]
Stealth +4 [+4 DEX]
Survival -1 [-1 WIS]
Swim +5 [1 Rank, +3 Class, +1 STR

Languages Common, Sylvan

-------------------------------------------------------------

Abilities/Feats/Traits:

Low-Light Vision Kitsune can see twice as far as humans in conditions of dim light. [Racial]
Change Shape A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely. [Racial]
Agile Kitsune receive a +2 racial bonus on Acrobatics checks. [Racial]
Kitsune Magic Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights (caster level equals the kitsune's level). [Racial]
Natural Weapons In its natural form, a kitsune has a bite attack that deals 1d4 points of damage
Favored Class (Swashbuckler) 1st Level +1 Skill Point [Class]
Proficiencies Simple and martial weapons, as well as light armor and bucklers. [Class]
Panache More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually can't exceed her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache points to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore panache.
Grit and Panache: The gunslinger's grit and the swashbuckler's panache represent two paths to gain access to the same heroic pool. Characters with both grit and panache class features combine the two resources into a larger pool of both grit points and panache points.
For the purposes of feat prerequisites, a character with the panache class feature satisfies the prerequisites as if she were a grit user, and vice versa. Swashbuckler levels stack with gunslinger levels for the purpose of satisfying Signature Deed's level requirement. For feats, magic items, and other effects, a panache user can spend and gain panache points in place of grit points, and vice versa. [Class]
Deeds Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require the expenditure of panache points to be maintained. A swashbuckler can perform deeds only of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Derring-Do: At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache: At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from her previous square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can perform this deed only while wearing light armor or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte: At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefit of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of her Intelligence score as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purpose of meeting feat prerequisites.

Feats:
Weapon Focus (Rapier) You gain a +1 bonus on all attack rolls you make using the selected weapon. [1st Level]

Traits:
Duelist You gain a +1 trait bonus on damage rolls when you are the only one threatening your opponent. [Faction]
Fencer You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons. [Combat]

-------------------------------------------------------------

Gear:
Explorer’s Outfit (sturdy boots, black leather breeches and belt, a white shirt with a black vest, black gloves, and a dark red cloak - all with plenty of pockets, as well as a wide-brimmed hat) [0.0 lb.]

Masterwork Studded Leather Armor [20.0 lb.]
Masterwork Buckler [5.0 lb.]
Rapier [2.0 lb.]
Dagger [1.0 lb.]
Chakram [1.0 lb.]

Masterwork Backpack [4.0 lb.]
~Bedroll [5.0 lb.]
~2 Days of Trail Rations [2.0 lb.]
~Waterskin [4.0 lb.]
~2 Sunrods [2.0 lb.]
~Flask of Alchemist's Fire (throw as a splash weapon, direct hit deals 1d6 fire damage, targets within 5' take 1 point) [1.0 lb.]
~Small, steel mirror [0.5 lb.]
~Wand of Cure Light Wounds (50 Charges, Heals 1d8+1 HP per charge) [0.0 lb.]

Belt Pouch [0.5 lb.]
~Coins [1.0 lb.]
~Whetstone [1.0 lb.]
~Flint & Steel [0.0 lb.]

Currency 15pp, 6gp, 12sp, 18cp

Total Encumbrance 50.0 lb.
Light Load (50 lb maximum)

-------------------------------------------------------------

Appearance/Personality:
Corwyn is 19 years old, about 6'1" tall and 155 lb. or so, with green eyes and dark hair with a well-groomed, pencil-thin mustache highlighting his handsome features. He usually appears as a human with slightly vulpine features that highlight his exotic looks. However, he is in truth a Kitsune who very rarely appears in his usual form. He carries a slim rapier on his left hip and is clad in studded leather armor, with a light buckler ready to use at need. An odd, disc-like weapon hangs on his right hip next to his dagger, some might recognize the chakram as a deadly, edged weapon that can be thrown a goodly distance and with fine accuracy. Corwyn is typically dressed as an explorer, though with a flair for fashion in black leather pants and vest, a white shirt, black gloves, a dark red cloak and a very fine feathered hat.

-------------------------------------------------------------

Background:
Corwyn's parents left Tian Xia when he was very young, and the lad grew up in the wild and unruly River Kingdoms for most of his youth. He learned to sail, gaining some skill at the task, though he tends to prefer solid land under his feet. Corwyn has always had a keen interest in the blade though, and practiced with the rapier and the chakram quite often. He also loves stories of adventure and derring-do, and spent a lot of his youth reading books that favored such adventures, and so perhaps it was no surprise that he became a swashbuckler.

Leaving home when he come of age around seventeen years, Yandi tried life as a pirate, expecting that career to be just as it was in the stories he read. But though he is at times mischievous, the young kitsune had a good heart and so proved himself as a severe liability to the crew he joined. In order to avoid being put to death in horrific fashion, Corwyn jumped ship and managed to make his arduous way to shore somewhere north of the Varisian Gulf. Making his way to the city of Reddleport, he disguised himself as human to avoid encounters with any former crewmates (or worse, the captain herself!) as they often made port there. Eventually, Corwyn became accustomed to the disguise and now usually appears as human, whether or not there is the possibility of running across his former crewmates and their terrifying commander.

Though Riddleport itself was rife with scoundrels and black-hearted criminals, still Corwyn managed to find ways in which he could ply his skills without forsaking his innate kindness. He was soon scooped up by the Sovereign Court, who saw his potential, and now the young kitsune as found himself a new home with the Pathfinder Society. The stories of his youth still tug at his heart though, but now Corwyn dreams of discovering and exploring long-lost temples and ruins filled with fabled wealth and knowledge. The life of a tomb raider is the new path upon which he has set himself.


If you can tuck a few in-person games under your belt between now and then, that's fine.

Sovereign Court

Init: +6 | AC: 18, Touch: 14, FF: 14, CMD: 16 | HP: 21 (of 21) | Speed: 30’ | Fort: +4, Ref: +8, Will: +0 | Perception: +4, Low-Light Vision | Grit/Panache Used: 0 (of 4)

Great, thank you for the quick response and I'm looking forward to the game!

Sovereign Court

Female L/N Sylph Alchemist/4 | HP: 31/31 | AC/Tch/FF: 22/15/17 18/13/15 | CMB +3; CMD 18 16 | Fort/Ref/Will +6/10/1 +6/8/2 | Init: +5 +3 | Speed 30 ft | Appraise +8, Craft (Alchemy) +13, Disable Device +8, Fly +10, Heal +4, Kn Arc +8, Kn Nat +8, Kn Planes +5, Perception +7, Sleight of Hand +9, Survival +7, Spellcraft +10, Use Magic Device +5 | Active Conditions: mutagen (20 minutes from entrance), fox's cunning (4 minutes from stairs), inspired (+1/+1)

Player moniker: Miteke
Character name: Firewarden Yanda
PFS character ID# 141036-12
Day Job roll: 1d20 + 14 ⇒ (9) + 14 = 23
Faction: Sov Court
Initiative modifier: +3
Perception modifier: +6
number of teeth: Never counted them
If your character were a famous historical-Earth building, which one would they be?: Uh, well, an old Chicago fire department building.

Silver Crusade

AC 16, touch 11, flat-footed 16 (+5 armor, +1 trait) hp 21 (2d10+4) Fort +8, Ref +3, Will +6; +2 vs. enchantments

Looks like we will have a good group

Scarab Sages

Half-elf Fighter 2 / Magus 2 / Witch 1 | HP 42/42 | AC 18; Tch 13; FF 15 | F +8; R +2; W +4 | CMB+5; CMD 17 | Speed 30 ft | Init +4 | +1 Falcata: +6 (1d8+3/19-20/x3) | Perc+13

Hey guys...I need to clear my plate for RL reasons and drop out. Since we haven't started yet, hopefully this doesn't mess anyone up too much.

Sorry...it looked like a fun group.


Noted. I can empathize.

The Concordance

M Gnome Druid (leshy warden/wild whisperer) HP: 15/15 | AC: 19 CMD: 10 | F: 5 R: 2 W: 3 | lowlight vision, Per + 9 SM +2 init +2

Thornberry is a fresh level 1 social druid, if you will have him!


Yes I will! Please submit your information as outlined above.

The Concordance

M Gnome Druid (leshy warden/wild whisperer) HP: 15/15 | AC: 19 CMD: 10 | F: 5 R: 2 W: 3 | lowlight vision, Per + 9 SM +2 init +2

Player moniker Eddv
Character name Thornberry
PFS character ID# 133118-20
Day Job roll Perform: Woodwinds: 1d20 + 11 ⇒ (7) + 11 = 18
Faction Grand Old Lodge
Initiative modifier +2
Perception modifier +9 (+12 in bright sunlight or on opposed sight based perceptions)
number of teeth: All of them.
If your character were a famous historical-Earth building, which one would they be? probably those pueblo cliff dwellings

Also of note is that the character has an eagle familiar - that probably won't get too much play but it's worth mentioning.

I also may be applying a certain boon from a certain special to flash level him to 2, I just need to double check that I didn't already use it because I am kind of a scatter brain.

The Concordance

M Gnome Druid (leshy warden/wild whisperer) HP: 15/15 | AC: 19 CMD: 10 | F: 5 R: 2 W: 3 | lowlight vision, Per + 9 SM +2 init +2

Actually this is my -19

And I will be flash-leveling to 2 so my perception goes up 1


My experience DMing PbP is limited, so I'm probably going to need some technical help from time to time. For instance:

How do I transfer "handouts" and maps from the PDF onto here? I remember having trouble with this before.

The Concordance

M Gnome Druid (leshy warden/wild whisperer) HP: 15/15 | AC: 19 CMD: 10 | F: 5 R: 2 W: 3 | lowlight vision, Per + 9 SM +2 init +2

In a pinch, Print Screen and Paint can get the job done.

Silver Crusade

Attn: GM my laptop has officially kicked the bucket, I was able to obtain a I pad mini off a relative, so I was going to use that for my Pathfinder PBP stuff, can anyone inform me of what apps work with these google docs and spread sheets and such or am I just screwed? I’m afraid if there is no compatible option I’ll have to withdraw from this and a couple other games.

Silver Crusade

Good news turns out Google slides is compatible, and working,

Dark Archive

HP 19/19; AC 16 13t 13f; f 2, r 6, w 3; bab 1, melee +2, ranged +5; cmb 0, cmd 13; init +3; inspir 4/5; wclw 48; folio reroll 1/1 | wayang investigator (empiricist)/2 | -22 *
skills:
acro 3, apprs 4, craft alch 9, diplo 8, disable 9, escape 3, kn hist 8, kn religion 8, kn engrg 8, kn local 8,kn nat 8, kn nob 8, kn planes 8, kn rel 8, ling 8, perc 9/10 traps, splcrft 8, stlh 8, sm 4, umd 9

Wow... thanks for the PM, I had no idea there were any posts in gameplay yet... no updates for me... I'll go catch up now and make an initial post.


Damn. I don't know how to fix the slides, I'm sorry. I meant for you to place your own tokens. Can anyone tell me how to make it accessible?

Sovereign Court

Female L/N Sylph Alchemist/4 | HP: 31/31 | AC/Tch/FF: 22/15/17 18/13/15 | CMB +3; CMD 18 16 | Fort/Ref/Will +6/10/1 +6/8/2 | Init: +5 +3 | Speed 30 ft | Appraise +8, Craft (Alchemy) +13, Disable Device +8, Fly +10, Heal +4, Kn Arc +8, Kn Nat +8, Kn Planes +5, Perception +7, Sleight of Hand +9, Survival +7, Spellcraft +10, Use Magic Device +5 | Active Conditions: mutagen (20 minutes from entrance), fox's cunning (4 minutes from stairs), inspired (+1/+1)

Its actually not all that hard. If you right-click on the file (or the folder if you want to share everything in that folder) you will see a Share option show up. Do not fill out anything on the popup but pick Advanced instead. Change the access to allow anyone to edit. Note that there is a bunch of choices for viewing but there is also a drop down for editing. Set both of them please.

Currently it looks like you successfully set the view option but did not set that second edit option. So we can look but not touch :(


FFS, GOT IT. I don't know why you said "right-click." Try it now.


It should work now, folks. Try it.

Sovereign Court

Female L/N Sylph Alchemist/4 | HP: 31/31 | AC/Tch/FF: 22/15/17 18/13/15 | CMB +3; CMD 18 16 | Fort/Ref/Will +6/10/1 +6/8/2 | Init: +5 +3 | Speed 30 ft | Appraise +8, Craft (Alchemy) +13, Disable Device +8, Fly +10, Heal +4, Kn Arc +8, Kn Nat +8, Kn Planes +5, Perception +7, Sleight of Hand +9, Survival +7, Spellcraft +10, Use Magic Device +5 | Active Conditions: mutagen (20 minutes from entrance), fox's cunning (4 minutes from stairs), inspired (+1/+1)

right-mouse-click. though I suspect, now that I think about it, that it probably works on a normal mouse click.


It worked on normal, but not right. You had me confused and looking all over for something completely different.

Sovereign Court

Female L/N Sylph Alchemist/4 | HP: 31/31 | AC/Tch/FF: 22/15/17 18/13/15 | CMB +3; CMD 18 16 | Fort/Ref/Will +6/10/1 +6/8/2 | Init: +5 +3 | Speed 30 ft | Appraise +8, Craft (Alchemy) +13, Disable Device +8, Fly +10, Heal +4, Kn Arc +8, Kn Nat +8, Kn Planes +5, Perception +7, Sleight of Hand +9, Survival +7, Spellcraft +10, Use Magic Device +5 | Active Conditions: mutagen (20 minutes from entrance), fox's cunning (4 minutes from stairs), inspired (+1/+1)

That's odd. It works for me on right. I *just* did it and it worked. left-mouse-click selects the file, a double click opens it, a right mouse click brings up a popup. I have to use right-mouse-click to see the popup.

There is a share icon at the top of the page. You could click on the file and then click on the icon at the top of the page. Is that what you did?


The 'File' file at the top, and 'Share' is the first item on the menu. That's all. Unhappy with myself I didn't see it sooner.

Sovereign Court

Init: +6 | AC: 18, Touch: 14, FF: 14, CMD: 16 | HP: 21 (of 21) | Speed: 30’ | Fort: +4, Ref: +8, Will: +0 | Perception: +4, Low-Light Vision | Grit/Panache Used: 0 (of 4)

Cool, works for me now! My token is in the box as requested, but Corwyn will start moving in the direction of the cave to satisfy his curiosity about whether there's a dragon, a vampire or a hermit living in there. As he said, he's not particularly wise in his decisions...

Silver Crusade

AC 16, touch 11, flat-footed 16 (+5 armor, +1 trait) hp 21 (2d10+4) Fort +8, Ref +3, Will +6; +2 vs. enchantments

It didn't work for me.


It's set to "anyone with the link can edit," and the link is right up there, so...I don't know what could possibly be wrong, unless it's something on your end.

How are the rest of you doing?

The Concordance

M Gnome Druid (leshy warden/wild whisperer) HP: 15/15 | AC: 19 CMD: 10 | F: 5 R: 2 W: 3 | lowlight vision, Per + 9 SM +2 init +2

Works for me

Silver Crusade

AC 16, touch 11, flat-footed 16 (+5 armor, +1 trait) hp 21 (2d10+4) Fort +8, Ref +3, Will +6; +2 vs. enchantments

Looks like it is working now.

Sovereign Court

Init: +6 | AC: 18, Touch: 14, FF: 14, CMD: 16 | HP: 21 (of 21) | Speed: 30’ | Fort: +4, Ref: +8, Will: +0 | Perception: +4, Low-Light Vision | Grit/Panache Used: 0 (of 4)

Sounds good DM, I wasn't sure how quick you wanted responses. I'll wait for my initiative cluster and then change my post to a move and attack this round most likely, since there's no climb check to get up that slope. Thanks!

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

I'm not sure what round we're on. Ardain casts mage armor, then moves in round 1.

Are we to round 2?


It's still Round 1. That clears that up.

Oh. Ummm. Corwyn? Yanda? You appear to be going straight up the ridges. You can't do that, I don't think - or it would probably be beyond your skill. I thought you were talking about climbing the path earlier - but you do have to follow the path.


Which means I'm going to have to ask the two of you to revise your actions.

Sovereign Court

Female L/N Sylph Alchemist/4 | HP: 31/31 | AC/Tch/FF: 22/15/17 18/13/15 | CMB +3; CMD 18 16 | Fort/Ref/Will +6/10/1 +6/8/2 | Init: +5 +3 | Speed 30 ft | Appraise +8, Craft (Alchemy) +13, Disable Device +8, Fly +10, Heal +4, Kn Arc +8, Kn Nat +8, Kn Planes +5, Perception +7, Sleight of Hand +9, Survival +7, Spellcraft +10, Use Magic Device +5 | Active Conditions: mutagen (20 minutes from entrance), fox's cunning (4 minutes from stairs), inspired (+1/+1)

In that case make it a double move along the path.

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