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cynarion's Carrion Crown PbP

Game Master cynarion

Professor Lorrimor, the renowned investigator and arcanist, has died. You came to his home in the town of Ravengro to pay your respects, but quickly discovered there was more to the wily old man's death than met the eye...


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{HP9/19 | AC16 T12 FF14 CMD 16 | F/R/W 4/2/3} Female Samsaran Bladebound Magus 2

I'm thinking Grease and Color Spray for spells. Any opinions on that? I don't believe Karrik had either one.


I think Karrik has Color Spray.


{HP9/19 | AC16 T12 FF14 CMD 16 | F/R/W 4/2/3} Female Samsaran Bladebound Magus 2

Sounds like Ray of Enfeeblement then


Male Halfling Cleric (Evangelist)/ 2

Next time we memorize spells I'm going to take a magic stone so I can save the holy water for haunts. I won't be able to level up until later tonight.

Is Karrik hurt badly? I have a CLW spell left.


I think Karrik might just be down a point.


Theron, you sure you want to walk around down 5 HP? I get wanting to save resources but I'm a big fan of keeping your HPs in your body and healing out of combat rather than needing a combat heal.


Male Human (Varisian) Inquisitor 2

I'm only down 3hp. I used my healing judgement and got 2 hp out of it before the fight ended. I had been expecting to get 3 or 4 hp out of that ;)


Male Halfling Cleric (Evangelist)/ 2

I can keep spamming virtue on him :-)


Nevermind. Carry on, gentlemen! :)

Sort of a shame, you can't keep the healing judgment going until you are full up!


Hey folks. No posts this morning. Kids woke up at 5:30. : \


Dragomir Vuk wrote:
Damn Raj, that was a badass move! and the dice love you for it!!

Thanks, Dragomir. FWIW, I wasn't ignoring your comment, I'm just mildly superstitious about talking about the luck of the dice. Raj has been on a ridiculous streak of d20 rolls. I'm holding my breath for when it ends horribly.

I'm glad you like my color commentary - I try to change up the "I Hit" stuff to keep it interesting to read.


Male Human (Varisian) Inquisitor 2
Rajuna Two-Fangs wrote:
Sort of a shame, you can't keep the healing judgment going until you are full up!

I do have to wonder if it kept going for a while, because with that mist Theron really had no way of knowing that the fighting was over. Not right away at least ;)


HPs 16/(26)28...AC18/Touch11/Flatfoot17/CMD 18||HP 26/[28]| Fort:+5 ;Ref:+2 ;Wil+0|Percept +1/Sense Motive +5 Male Human Ustalav Varisian Fighter/2 *12 Con /Fort:+4

I think we need Karrik to level and then we are good to go.


Male Human (Varisian) Inquisitor 2

Just curious, are there any specific 1st level spells that anyone thinks would be useful for the group, or do you think Divine Favor was the best option? I wanted to get Weapons Against Evil or Share Judgement, but I didn't think those would be worth it with only a 2 round duration.


Male Halfling Cleric (Evangelist)/ 2

I don't know if this influences your decision or not, but at level 3 I'm probably going to take Selective Channeling, and mine grants either a sacred or luck bonus.

Ok, Lem is leveled. He'll stow the aspergillum in his belt for now, which gives me three vials of holy water left (don't forget that you have one, Dragomir).

Here's what I got at Level 2:

+2 rounds of sermon (I’m sure everyone is ecstatic about that, hehe)
+1 BaB
+1 FS
+1 WS
+1 Oth level spell per day
+1 1st level spell per day
+ 4 skills (including favored class bonus): Diplomacy, Knowledge (Local), Knowledge (Religion), Perform (Oratory)
+6 HP (5 roll, 1 con)

So, that puts me at (5/9) sermon rounds remaining


Male Human (Varisian) Inquisitor 2
Lem Longbarrow wrote:
I don't know if this influences your decision or not, but at level 3 I'm probably going to take Selective Channeling, and mine grants either a sacred or luck bonus.

Oh, the Luck variant channeling? You're right, that wouldn't stack with divine favor, I think both give luck bonuses. Though the luck bonus from channeling would only last one round...

I'll have to think on that a bit.


Male Halfling Cleric (Evangelist)/ 2

Luck: Heal—Creatures gain a channel bonus or a luck bonus (creature’s choice) on one roll (attack roll, CMB check, saving throw, or skill check) made before the end of your next turn. Harm—Creatures take a channel penalty on all d20 rolls until the end of your next turn.

In my case a channel bonus is sacred, so if you benefit from my variant channeling you can choose between sacred and luck, if that helps. Of course, you have sacred bonuses from your judgments and stuff anyway, don't you? Your bonuses are an embarrassment of riches. :-)


DAPPER HALF-ORC MAGUS

1d8 ⇒ 5

Sorry folks. Won't be abl to level up til tomorrow morning. All of a sudden I'm involuntarily car shopping. :(

There's my hp roll, though.


I think you are better off picking spells that will be generally useful regardless of whether they may or may not periodically stack with something like a Channel. Unless you expect Lem to be spam-channeling every round, you are essentially building to take advantage of an isolated event instead of a capability you will be using consistently.

Divine Favor is a good spell I think. You might consider spells that weaken the opposition (Doom, Bane), or are defensive increases (Shield of Faith), or are just stinking handy to have (Expeditious Retreat, Forbid Action).

FYI, I may reallocate a Skill Point or two.


Male Human (Varisian) Inquisitor 2
Lem Longbarrow wrote:
In my case a channel bonus is sacred, so if you benefit from my variant channeling you can choose between sacred and luck, if that helps. Of course, you have sacred bonuses from your judgments and stuff anyway, don't you? Your bonuses are an embarrassment of riches. :-)

Hah XD Well, to make things a bit simpler, the rules for variant channeling say "unless otherwise stated, bonuses granted by a variant channeling are sacred bonuses". So, since the Luck channeling specifically says it is a luck bonus, it will be a luck bonus instead of sacred. So, at least I don't have to worry about that conflicting with my judgements ;) (unless I am missing something)


Male Halfling Cleric (Evangelist)/ 2

No, I posted it above. Read it again, it says each person can choose to receive either sacred or luck.


Male Human (Varisian) Inquisitor 2

Ahh, you're right. Whoops XD


Male Human Oracle 2

Walter got:


  • +4 hit points
  • +1 BAB
  • +1 Will (don't know why oracles have bad fort and cleric's don't, whatever)
  • +8 skill points (4+2,+1 human, +1 favored): +1 to Acrobatics, Diplomacy, Know (history), Know (religion), Know (nobility), Know (planes), Perception, Sense Motive. I'll leave Spellcraft and Know (arcana) to the two magi and the wizardrogue. I picked up Sense Motive (now +5) and Know (nobility) (now +7) since I figured I should have them.
  • +1 spell per day
  • Burning hands as a mystery spell
  • Detect magic as a 0th level spell.


Hey folks. Just familiarising myself with your updated characters. Theron, have you considered sift as your 0-level spell? You're the only member of the party who can access it at the moment.

I may pop in with other observations over the next day or two.

Grand Lodge

Sift is a great spell


DAPPER HALF-ORC MAGUS

Rose, just to verify your spell-choice ( so we can do our best to avoid overlap), you're taking choosing Ray of Enfeeblement and Grease to add for free at level 2?

And we've seen that Kendra has Burning Hands?

Trying to do level up stuff now.


Male Human (Varisian) Inquisitor 2

Sift is that good? Well, I guess I would be able to search areas without triggering traps and such...


{HP9/19 | AC16 T12 FF14 CMD 16 | F/R/W 4/2/3} Female Samsaran Bladebound Magus 2

That's my current plan, yes. If you see something that might be more useful, let me know.


HPs 16/(26)28...AC18/Touch11/Flatfoot17/CMD 18||HP 26/[28]| Fort:+5 ;Ref:+2 ;Wil+0|Percept +1/Sense Motive +5 Male Human Ustalav Varisian Fighter/2 *12 Con /Fort:+4

And find clues and all sorts of stuff - you can use it to do sherlock holmes stuff almost

'I see from the scuffing at your lower heel that you have a limp'


DAPPER HALF-ORC MAGUS
Rose Springdawn wrote:
That's my current plan, yes. If you see something that might be more useful, let me know.

No, that's great. I'm taking Obscuring Mist and Expeditious Retreat. The Mist should give Karrik some much-needed tactical flexibility. Expeditious Retreat is more or less because I didn't see anything I wanted more that you didn't already have. I was tempted by Frostbite, but it's not a lot of damage, and if we're trying for non-lethal damage (to incapacitate), Color Spray is pretty much just better.

Let me know if anyone has any suggestions.

HEre's my level up, though. And Cyn, here's just my thoughts on skills. These were all skills Karrik already had or I had wanted him to have in the first place based on his background -- which would explain me dropping a rank into something I haven't used in this campaign. If you have an issue with this, just let me know, and we'll go from there.

Level 2: Magus
HP 13 + 5 + 2 = 20 (currently at 19)
BAB +1 (attacks, CMB, and CMD)
+1 to Fort & Will saves
Class Features: Spell-strike
Spelljournal additions: Obscuring Mist, Expeditious Retreat
Spels per day: +1 cantrip & 1st level (not useable until full rest)
Skills: 5 ranks - Climb (past adventuring background), Knowledge: Planes (reflecting past study and for AA purposes), Spellcraft, Survival (trying to get to that freebie AA level), and Swim (past adventuring background).


Male Human (Varisian) Inquisitor 2

Hmm, I guess sift can also be used to quickly search an area when you don't have the time to do it manually. Alright, I've added it.


Male Human Oracle 2

I like the maps on google documents idea the more we use it. Much better than what I did when I DMed my first play-by-post, and probably 100% less time consuming.


Thanks Walter. It probably took me about 20 minutes to do the top level of Harrowstone. Would have taken less on Excel (thanks to the 'redo' command) but I think it works pretty well. Just a shame I can't vary the thickness of the borders, or mark doors more easily. But I think it gets the message across. : )

Karrik: no issues with you taking skills you haven't used. Works fine for me. : )


HPs 16/(26)28...AC18/Touch11/Flatfoot17/CMD 18||HP 26/[28]| Fort:+5 ;Ref:+2 ;Wil+0|Percept +1/Sense Motive +5 Male Human Ustalav Varisian Fighter/2 *12 Con /Fort:+4

I think we got a good spread atm


Hey folks. Apologies for the delay. Busy time at work. I hope to move you on within the next 24 hours, but can't make a more specific promise than that, unfortunately.


HPs 16/(26)28...AC18/Touch11/Flatfoot17/CMD 18||HP 26/[28]| Fort:+5 ;Ref:+2 ;Wil+0|Percept +1/Sense Motive +5 Male Human Ustalav Varisian Fighter/2 *12 Con /Fort:+4

Hows things Cyn? When work is hectic also get some family time in too (v.important).


Crash and burn right now. Sorry! Promise I will be back soon.


HPs 16/(26)28...AC18/Touch11/Flatfoot17/CMD 18||HP 26/[28]| Fort:+5 ;Ref:+2 ;Wil+0|Percept +1/Sense Motive +5 Male Human Ustalav Varisian Fighter/2 *12 Con /Fort:+4

Business travel AND a computer thats destroying itself.

I may be off line for 3 days or so.


DAPPER HALF-ORC MAGUS

Hope everything's going alright.


Male Human Oracle 2
Karrik wrote:
Hope everything's going alright.

Same.


DAPPER HALF-ORC MAGUS

Heads up. Won't be able to post much (if at all) today. Busy day.


Hey folks. All is well, just stupidly busy. Expect normal transmission to resume on Monday. : )


HPs 16/(26)28...AC18/Touch11/Flatfoot17/CMD 18||HP 26/[28]| Fort:+5 ;Ref:+2 ;Wil+0|Percept +1/Sense Motive +5 Male Human Ustalav Varisian Fighter/2 *12 Con /Fort:+4

Back on line here


HPs 16/(26)28...AC18/Touch11/Flatfoot17/CMD 18||HP 26/[28]| Fort:+5 ;Ref:+2 ;Wil+0|Percept +1/Sense Motive +5 Male Human Ustalav Varisian Fighter/2 *12 Con /Fort:+4

How ya doin' Cyn?


Yeah, good thanks. Sorted a few things out, feeling much more on an even keel. At least for now! Thanks for asking. : )


So, Harmonic Spell and cantrips/orisons...

They're not meant to work together (see the erratum here), but to my mind, every round that Lem is casting an orison instead of a 1st level spell or making an attack is a round that Lem personally is being less effective than he could be, on an individual measure basis. Lem is, however, contributing greatly (especially at this low level) to the party's overall effectiveness.

That being said, if Lem's player is happy with the situation, I'm happy to let it continue; I'm sure there will be a turning point where Lem's spell slots and capabilities will grow to the point where other options are more attractive than orisons.

So effectively, nothing changes--I just wanted to make a statement to that effect. : )


Now, onto the subject of ready and delay actions.

In the last fight where you folks used ready actions to smite the skeletal warriors hauling themselves out of the pond, I ended up moving individual PCs to new spots in the initiative order, and we had to wait for them to post before we could continue other actions for the round.

I propose that from now on, changes to an individual PC's initiative affect the group average initiative in the same way that a PC's original initiative roll does. So if the group initiative is 10, and let's say Septimus chooses to ready an action and his initiative moves from 10 to 18, the new group initiative would become 11.

If everyone chooses to ready an action and everyone's initiative becomes 18, then the whole group initiative becomes 18.

There will be some corner cases, such as the following:

Hypothetical wrote:

Team initiative: 10

Dragomir's initiative: 4

Everyone except Dragomir readies an action. Dragomir attacks as normal. The rest of the party attacks on 18 in the next round. Dragomir then attacks on 18, effectively getting two turns in a row.

but honestly I think they're rare enough that it doesn't bother me.

Any readied action would still occur at its 'official' spot, e.g. if Rose readied an action to strike a skeleton and her individual initiative was meant to change to 18 but the group initiative only changed to 11, then Rose's strike would occur @18, but her next turn she would only be at 11.

The goal of this change is to prevent situations where we have to wait for individual posters to take their actions.

###

So, long story short, is everyone happy to have individual initiative changes absorbed into the group initiative?

The benefit is that we would no longer have to wait for individual posters to take their actions while a combat is ongoing.

The downside is that there is somewhat less room then for individual heroics on an individual initiative score.

Let me know. I'm open to either way of doing things, but you're the players and (on this topic at least!) this is a democracy. : )


Male Human (Varisian) Inquisitor 2

Just wanted to check this... are you sure that haunts count as incorporeal? I did a search of the haunt description that I have, and it didn't say anything about that. It just seems odd to me that the one way of doing damage to a haunt (positive energy) always does half damage, lol.


Theron Adrezi wrote:
Just wanted to check this... are you sure that haunts count as incorporeal? I did a search of the haunt description that I have, and it didn't say anything about that. It just seems odd to me that the one way of doing damage to a haunt (positive energy) always does half damage, lol.

To be honest there is zero information about how to target the haunt in the haunt's description; I'm improvising. If someone has a better idea (especially Ice Titan) then I am all ears. Really I think haunts are built with the assumption that the PCs will include a character in the group who can channel positive energy.

As for the specifics, I am running off this post by Brandon Hodge. Essentially, an attack action should normally be required to hit AC 10, but because this haunt has no physical manifestation, I have to figure out how you can hit it. So I've attached it to the structure, which means you're hitting a negative AC with your attack actions (i.e. disrupt undead); only a roll of a 1 will fail to hit. To balance that out, I've made it 'incorporeal'.

Hopefully that makes sense!

Happy to go into more detail if you'd like...but right now it's time to go catch the train home.


Male Human (Varisian) Inquisitor 2

Hmm, it seems like it is standard fair for a haunt to inhabit a structure rather than having a physical manifestation. However, just because it is in a physical object doesn't mean it is an auto hit. I found this in the Pathfinder SRD: "Attacks that require a successful attack roll to work must strike AC 10 in order to affect the haunt and not merely the physical structure it inhabits".

http://www.d20pfsrd.com/gamemastering/haunts

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