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ZEITGEIST

Game Master Whack-a-Rogue

Currently Unused
Current Prestige: Flint 1 | Risur 2 | Unseen Court 1


551 to 600 of 819 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>

Female Human Machinesmith 2 | HP 17/17 | AC 20, T 13, FF 17 | Fort +4, Ref +6, Will +0 | CMB +1, CMD 14 | Perc +5 | Init +6 | Mobius Charges 4 | Repair 6

Bombs first, oil second it is.

It can't hurt. Fanatics tend to be loyal. It'll depend on whether they think dying for the cause is acceptable. It might give a nice boost to someone's delaying attempt.


Male Dwarf Gunslinger (Musket Master) 2; HP 22/22; AC 18/14/14; F+5/R+6/W+2 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

I think I'm going to be in agreement with the others; use the bomb first, then use the boiling oil to help cover a retreat. That's a big ol' horde coming at us, but I don't know how many of them would be willing to keep fighting after they bet both blown up and boiled down.


Male Professional Dosser 14/Rules Lawyer6

Sorry I've taken so long to post; long day yesterday and I fell asleep on the sofa. Woke up at 3am and crawled into bed.

I'm certainly happy to go bombs first and oil second; iirc we only have to hold out for 8 turns and we are on turn 7 already so we may only have 1 turn left. If that ends with us trapped in the lighthouse, that's fine so long as the Danoran Navy gets in.


Human Swordmaster 2 | HP: 17 | AC: 19 (16 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +4, R: +7, W: +1 | Init: +4 | Perc: +6, SM: +1 | Speed 30ft | Active conditions: None.

10 turns, I think. And I've a feeling that we'll be seeing melee combat even inside the lighthouse - all they need is another grenadier or warmage.


Female Human (Risuri) Swashbuckler 1 / Mageknight 1 | HP 18/18 | AC: 17, T: 14, FF: 13 | Fort: +3, Ref: +6, Will: +2 | BAB: +2, CMB: +1, CMD: 15, M.Attack +8 (1d6+4) | Init: +4 | Perception: +5 | Panache 3/3 | SP 5/5

Then we'll just have to hold the line!
Also, I'm away from home today, so I'll likely post tomorrow. If you want to move, I'll do Battle.


Female Human Oracle (Occult/Haunted) 2 |HP: 13/13 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +1, CMD 13 | Init+2 | Perc +6 | Spell points: 7/8

There's a couple of fun wards waiting for the survivors.


Male Professional Dosser 14/Rules Lawyer6
Ellena Tabbit wrote:
10 turns, I think. And I've a feeling that we'll be seeing melee combat even inside the lighthouse - all they need is another grenadier or warmage.

Nonsense. Jeb has enough knowledge (engineering) that he can blastproof the barricades, using duct tape and chicken wire. After that, he'll just build a tank and blow them to smithereens.


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Male Dwarf Gunslinger (Musket Master) 2; HP 22/22; AC 18/14/14; F+5/R+6/W+2 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Sounds like we need to change Jeb's name to Angus. And then spend the rest of the game, until the last book, calling him by his last name instead.


Human Swordmaster 2 | HP: 17 | AC: 19 (16 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +4, R: +7, W: +1 | Init: +4 | Perc: +6, SM: +1 | Speed 30ft | Active conditions: None.

Yup. Had to look that one up.


Human Swordmaster 2 | HP: 17 | AC: 19 (16 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +4, R: +7, W: +1 | Init: +4 | Perc: +6, SM: +1 | Speed 30ft | Active conditions: None.

My finals start on Friday and run until next Wednesday; my posting will be sporadic at best during that period. Feel free to bot me.


Female Human Oracle (Occult/Haunted) 2 |HP: 13/13 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +1, CMD 13 | Init+2 | Perc +6 | Spell points: 7/8

If you four want to stay on the lower floors to defend the entrance after the grenade goes off, I can take care of getting us the third person to dump the oil.


Male Dwarf Gunslinger (Musket Master) 2; HP 22/22; AC 18/14/14; F+5/R+6/W+2 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Yep yep! I think that's as good a plan as any we could come up with at the moment. I'm glad that we found that grenade!

Also, I halfway regret making the MacGyver reference now...since Tuesday I've had a strong desire to make an Angus MacGyver alias to use in a PbP and try to make a character that could pull those kinds of shenanigans. I don't think any real GM would allow half the stuff he pulled to actually work, though. Not even to mention, what the heck kinda build would you use for a character like that.


Female Human (Risuri) Swashbuckler 1 / Mageknight 1 | HP 18/18 | AC: 17, T: 14, FF: 13 | Fort: +3, Ref: +6, Will: +2 | BAB: +2, CMB: +1, CMD: 15, M.Attack +8 (1d6+4) | Init: +4 | Perception: +5 | Panache 3/3 | SP 5/5
Azaghâl Flintbreaker wrote:
what the heck kinda build would you use for a character like that.

I realize that I sound like a fanboy, but... I'd suggest Spheres of Might Technician. All sorts of wacky gadgets, from smoke bombs to grapple guns to makeshifts pulleys linked to traps.


Male Dwarf Gunslinger (Musket Master) 2; HP 22/22; AC 18/14/14; F+5/R+6/W+2 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)
Alice Kildare wrote:
I realize that I sound like a fanboy, but... I'd suggest Spheres of Might Technician. All sorts of wacky gadgets, from smoke bombs to grapple guns to makeshifts pulleys linked to traps.

I have yet to meet someone familiar with MacGyver who would not fanboy over him. Good with gadgets, good with the ladies, AND one of the few males in history to successfully rock a mullet.


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Another option is to build a Tinker (Interjection Games) with a dip in Empiricist Investigator. That gives you a ton of customizable gadgets + the inspiration class feature. XD

On a related note, I'm more than happy to allow some MacGyver shenanigans. That's what Knowledge(engineering) is for. ;-)


Female Human (Risuri) Swashbuckler 1 / Mageknight 1 | HP 18/18 | AC: 17, T: 14, FF: 13 | Fort: +3, Ref: +6, Will: +2 | BAB: +2, CMB: +1, CMD: 15, M.Attack +8 (1d6+4) | Init: +4 | Perception: +5 | Panache 3/3 | SP 5/5

Jeb, perhaps you meant to Battle?


Female Human Oracle (Occult/Haunted) 2 |HP: 13/13 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +1, CMD 13 | Init+2 | Perc +6 | Spell points: 7/8

So grenade people......what's the verdict?


Male Professional Dosser 14/Rules Lawyer6

Jeb had bought his own grenade...they're always useful in a pinch and it fits his Macguyver/Mr. T/Da Vinci image. Sadly they are expensive, so he only had 1.


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Human Swordmaster 2 | HP: 17 | AC: 19 (16 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +4, R: +7, W: +1 | Init: +4 | Perc: +6, SM: +1 | Speed 30ft | Active conditions: None.

Two tests left; will likely be able to post tomorrow morning after one of them.


My apologies, folks - fighting off both finals and a bout of pneumonia has me run pretty ragged. I'll throw something up quick, just to keep things moving.


Female Human Machinesmith 2 | HP 17/17 | AC 20, T 13, FF 17 | Fort +4, Ref +6, Will +0 | CMB +1, CMD 14 | Perc +5 | Init +6 | Mobius Charges 4 | Repair 6

Ouch, pneumonia definitely takes precedent. Take care.

OK, so with one bomb deployed, are we throwing a second this round, or using the boiling oil? I assume everyone is out of the courtyard regardless.


Human Swordmaster 2 | HP: 17 | AC: 19 (16 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +4, R: +7, W: +1 | Init: +4 | Perc: +6, SM: +1 | Speed 30ft | Active conditions: None.

I think we've used both bombs, so it'd be time to make like the Addams Family.


Male Dwarf Gunslinger (Musket Master) 2; HP 22/22; AC 18/14/14; F+5/R+6/W+2 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

I think we've used both of the bombs, also.

We're on the last round now, and with only one more person left to get inside the lighthouse, it seems like a good time for everybody to pile in and use the boiling oil against the throng.


Female Human (Risuri) Swashbuckler 1 / Mageknight 1 | HP 18/18 | AC: 17, T: 14, FF: 13 | Fort: +3, Ref: +6, Will: +2 | BAB: +2, CMB: +1, CMD: 15, M.Attack +8 (1d6+4) | Init: +4 | Perception: +5 | Panache 3/3 | SP 5/5

Yep, we've used both bombs. As soon as I've got a spare moment from school project I'll do like a tree and leave.

Also, dibs on Wednesday, although you won't see Alice in pigtails. Ever.


Human Swordmaster 2 | HP: 17 | AC: 19 (16 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +4, R: +7, W: +1 | Init: +4 | Perc: +6, SM: +1 | Speed 30ft | Active conditions: None.

Gomez Addams (as played by Raúl Juliá) was the main inspiration for Ellena's father. Particularly this scene.


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Female Human Machinesmith 2 | HP 17/17 | AC 20, T 13, FF 17 | Fort +4, Ref +6, Will +0 | CMB +1, CMD 14 | Perc +5 | Init +6 | Mobius Charges 4 | Repair 6
Alice Kildare wrote:

Yep, we've used both bombs. As soon as I've got a spare moment from school project I'll do like a tree and leave.

Also, dibs on Wednesday, although you won't see Alice in pigtails. Ever.

...that sounds like an excuse for a fun drunken night out RP section. Let's see how much naval rum (please note - having actually drunk naval rum, never, ever drink it. It's paint stripper in a fancy bottle) it takes to get her in a pretty dress and pigtails!


Female Human (Risuri) Swashbuckler 1 / Mageknight 1 | HP 18/18 | AC: 17, T: 14, FF: 13 | Fort: +3, Ref: +6, Will: +2 | BAB: +2, CMB: +1, CMD: 15, M.Attack +8 (1d6+4) | Init: +4 | Perception: +5 | Panache 3/3 | SP 5/5
Miselle wrote:
...that sounds like an excuse for a fun drunken night out RP section. Let's see how much naval rum (please note - having actually drunk naval rum, never, ever drink it. It's paint stripper in a fancy bottle) it takes to get her in a pretty dress and pigtails!

Ten years older than you, former alcoholic and I've got more weapons than limbs on myself. Bring it.


Female Human Machinesmith 2 | HP 17/17 | AC 20, T 13, FF 17 | Fort +4, Ref +6, Will +0 | CMB +1, CMD 14 | Perc +5 | Init +6 | Mobius Charges 4 | Repair 6

Oh, no, the experiment is to see how much alcohol it takes to get you to do it to yourself.

...you may need a new character if the GM can find alcohol poisoning rules.


Female Human Oracle (Occult/Haunted) 2 |HP: 13/13 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +1, CMD 13 | Init+2 | Perc +6 | Spell points: 7/8

LOL


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@Miselle: Piece of cake! Combine the Rum Rules from S&S with the new conditions from Raging Swan's Barroom Brawls, and we'll end up with quite a bit of potential hilarity. :-)


Female Human (Risuri) Swashbuckler 1 / Mageknight 1 | HP 18/18 | AC: 17, T: 14, FF: 13 | Fort: +3, Ref: +6, Will: +2 | BAB: +2, CMB: +1, CMD: 15, M.Attack +8 (1d6+4) | Init: +4 | Perception: +5 | Panache 3/3 | SP 5/5

I'd be all for it. I really like RP moments between quests. But Azaghal has to drink doubles.


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Female Human Machinesmith 2 | HP 17/17 | AC 20, T 13, FF 17 | Fort +4, Ref +6, Will +0 | CMB +1, CMD 14 | Perc +5 | Init +6 | Mobius Charges 4 | Repair 6

Am I the only one worried that the GM came up with that so fast?

But seriously. Don't drink the rum. The bottle is watching me, here at work, waiting for the moment to strike.


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Human Swordmaster 2 | HP: 17 | AC: 19 (16 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +4, R: +7, W: +1 | Init: +4 | Perc: +6, SM: +1 | Speed 30ft | Active conditions: None.

...you all realize Ellena would actually die, right?


Female Human (Risuri) Swashbuckler 1 / Mageknight 1 | HP 18/18 | AC: 17, T: 14, FF: 13 | Fort: +3, Ref: +6, Will: +2 | BAB: +2, CMB: +1, CMD: 15, M.Attack +8 (1d6+4) | Init: +4 | Perception: +5 | Panache 3/3 | SP 5/5

Eh, there's a lot of hitpoints between "unconscious" and "dead", and it's better to die from vodka than from boredom anyways.


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@Miselle: What can I say? I have a very large library that I rarely get to use. ;-) Any other fun ideas for things to inflict on ... I mean ... fun adventures for the party?


Human Swordmaster 2 | HP: 17 | AC: 19 (16 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +4, R: +7, W: +1 | Init: +4 | Perc: +6, SM: +1 | Speed 30ft | Active conditions: None.

Hit points, yes; Con damage, not so much.


Male Dwarf Gunslinger (Musket Master) 2; HP 22/22; AC 18/14/14; F+5/R+6/W+2 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

I dunno, I think Gimli and Legolas taught us a great deal about the alcohol tolerance of dwarves. Granted, there are no elves in the party for Az to go head-to-head with, so he might do better than expected!


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Um, I thought people were planning on using the boiling oil this round. It requires three people to spend their action on it. Corynne still has her action, but quite a few of you are doing other things?


Male Dwarf Gunslinger (Musket Master) 2; HP 22/22; AC 18/14/14; F+5/R+6/W+2 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Ah! I forgot that it takes three people to use the oil. Can I revise my action to helping use the oil? Does that require a check?


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No check needed as per the original write-up. As a few people have yet to act, you can revise your action; that's one of the advantages of PbP. :-)


Female Human Machinesmith 2 | HP 17/17 | AC 20, T 13, FF 17 | Fort +4, Ref +6, Will +0 | CMB +1, CMD 14 | Perc +5 | Init +6 | Mobius Charges 4 | Repair 6

Yay! Team Gun can go pour ze hot oil!


Male Dwarf Gunslinger (Musket Master) 2; HP 22/22; AC 18/14/14; F+5/R+6/W+2 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Go Team Gun! *manly chest bump*

-Posted with Wayfinder


Human Swordmaster 2 | HP: 17 | AC: 19 (16 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +4, R: +7, W: +1 | Init: +4 | Perc: +6, SM: +1 | Speed 30ft | Active conditions: None.

I'm assuming Alice didn't make it back from her briefing before the BOOM!


Female Human (Risuri) Swashbuckler 1 / Mageknight 1 | HP 18/18 | AC: 17, T: 14, FF: 13 | Fort: +3, Ref: +6, Will: +2 | BAB: +2, CMB: +1, CMD: 15, M.Attack +8 (1d6+4) | Init: +4 | Perception: +5 | Panache 3/3 | SP 5/5

I think that I did, actually, throwing the coin to Miselle and all.


Human Swordmaster 2 | HP: 17 | AC: 19 (16 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +4, R: +7, W: +1 | Init: +4 | Perc: +6, SM: +1 | Speed 30ft | Active conditions: None.

Ahh, I see. YBD's reply and everyone running in the opposite direction to where you were running had me confused.


Female Human (Risuri) Swashbuckler 1 / Mageknight 1 | HP 18/18 | AC: 17, T: 14, FF: 13 | Fort: +3, Ref: +6, Will: +2 | BAB: +2, CMB: +1, CMD: 15, M.Attack +8 (1d6+4) | Init: +4 | Perception: +5 | Panache 3/3 | SP 5/5

In my experience, everyone running everywhere is pretty accurate >_>


Human Swordmaster 2 | HP: 17 | AC: 19 (16 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +4, R: +7, W: +1 | Init: +4 | Perc: +6, SM: +1 | Speed 30ft | Active conditions: None.

Yup, Fortress was my intent.


Female Human (Risuri) Swashbuckler 1 / Mageknight 1 | HP 18/18 | AC: 17, T: 14, FF: 13 | Fort: +3, Ref: +6, Will: +2 | BAB: +2, CMB: +1, CMD: 15, M.Attack +8 (1d6+4) | Init: +4 | Perception: +5 | Panache 3/3 | SP 5/5

My first reaction would be to burn the maze down, but if we want to try Diplomacy with that weird fey, I'll stay my hand... for a short time. I don't want to be that ill-tempered hothead who always puts the team into trouble.


Female Human Machinesmith 2 | HP 17/17 | AC 20, T 13, FF 17 | Fort +4, Ref +6, Will +0 | CMB +1, CMD 14 | Perc +5 | Init +6 | Mobius Charges 4 | Repair 6

I think it's already burning down. But yeah, Miselle favours diplomacy over firepower, even with the big gun.

You never know when the Fey you spare today will put in a good word for you later.

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