GMBP's In Pale Mountain's Shadow (Inactive)

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HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

pretty sure it was meant to be L for 10 - but good point, I can't see anything that spells that out.


I think L for 10 is the intent as well. Let's got with that. Otherwise, it would be difficult to build a dedicated archer.


Kith Jeova wrote:

Also he has a pet slug.

Really I wanted to give him a raven, cause why not embrace stereotypes, but weirdly enough having a familiar with a fly speed just makes the familiar less versatile in 2nd edition.

They'll need a splat book in the future to give different tiny animals different fun options I think. Kinda disappointing right now.

I haven't looked too much into the familiar options, but I like that you've got a slug! I haven't seen that before.


Male Human Barbarian 4 HP 76/76 AC 20 TAC 17 F/R/T 9/6/7 Per 6

I'm almost ready, but with the boards going in and out, I haven't bothered to finalize him. Will be ready tonight.


OK, great! I'm hoping R0B0 and TD will be ready soon. This first bit is RP, so I'll push us forward ASAP. Busy day here, so it may be tomorrow.


True Neutral Human Sorcerer (6th Level)

.

Character processing... please wait


True Neutral Human Sorcerer (6th Level)

Ran into a snag during character development but more to come soon.


OK, we're rolling. TD and R0B0 can chime in when they're ready. We'll assume you're in the opening scene, just silent at the moment.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

I haven't filled in a Lore yet. Any suggestions on what could be useful? Kith has occultism, arcana, society, and lore nobility with decent bonuses.


Gnolls and Natural Hazards could be two things that could come in handy. I'll post more as I think of it.


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Fighter 4 | AC 22, TAC21 | HP 67/67 | F +9. R +7, W +7 | Perc +7 (Darkvision)

Here's Baragor!

Sorry for the delay. This week has been hell for me and I don't anticipate being available to really contribute until Sunday. I'll get a post up tonight though.

Backstory will be added when I get back.


^ Yay! Looks good, Baragor. Backstory can be pretty minimal, just enough for you to have an idea of your pc's personality. In Pale Mountain's Shadow, being a playtest, is largely focused around testing the mechanics.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

I'll throw in Lore Natural Hazards.


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Rogue 4 | AC 21, TAC20, FF 14 | HP 51/51 | FT, RE, WE, (+1 pot, +1 rec) | Perc +6 (Darkvision)

*snort*

Zeva is ready

Wish I was able to Multiclass into Ranger but oh well.


^Great! Oh, there's no multi feats for Ranger yet, are there?


Rogue 4 | AC 21, TAC20, FF 14 | HP 51/51 | FT, RE, WE, (+1 pot, +1 rec) | Perc +6 (Darkvision)

Yeah, for what I was envisioning, rogue with multiranger would have probably panned out better than ranger multirogue. Im already playing a ranger as it is in another game so rogue should be fine for now.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Could you multiclass into fighter?


Rogue 4 | AC 21, TAC20, FF 14 | HP 51/51 | FT, RE, WE, (+1 pot, +1 rec) | Perc +6 (Darkvision)

True, I did look closely at the fighter, but mechanically the benefits didn't have the right feel.

The ranger hunt ability is very assassin or mark like and that would have been perfect. When I looked at the ranger rogue-multiclass I was a little disappointed in having to sacrifice ranger abilities I wanted in exchange for rogue abilities that were never going to be even descent when obtained.


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Fighter 4 | AC 22, TAC21 | HP 67/67 | F +9. R +7, W +7 | Perc +7 (Darkvision)

Baragor's been updated with a background and personality. I also changed his ancestry feat from stone-cunning to rock runner.

Now to actually post. :P


Male Human Barbarian 4 HP 76/76 AC 20 TAC 17 F/R/T 9/6/7 Per 6

I'm still working on getting character sheet ready. Probably about 90% done. I'm adding a lot of extra information I probably wouldn't on a 1,0 sheet, simply so I have the rules there instead of having to go back to a rulebook all the time.


Good stuff, all!

Here's the stats for a camel:

Camel:
CAMEL
Camels are often used as mounts and beasts of burden
in arid climates.
Source: Pathfinder RPG Bestiary 2 154.

CAMEL CREATURE 1
Perception +3; low-light vision, scent 30 feet
Languages —
Skills –1; Acrobatics +2, Athletics +6
Str +3, Dex +1, Con +4, Int –4, Wis +1, Cha –2
Desert Survivor A camel lasts up to a week in severe heat
without drinking water, or up to 6 months without drinking
water at cooler temperatures.
AC 13, TAC 12; Fort +5, Ref +3, Will +2
HP 30
Speed 35 feet
Melee jaws +5, Damage 1d4+3 bludgeoning
Range spit (range increment 10 feet) +4 touch, Effect
camel spit
Camel Spit Once per hour, a camel can regurgitate the contents
of its stomach as a foul spit. On a successful attack, the
target is dazzled for 1 round (or blinded for 1 round on a
critical hit) and

Camels are kind of badass!

For the next part of the adventure, we're going to be using the exploration mode. Assuming that you're using camels, you can cover 28 miles a day, adjusted according to a survival check.

Y'all should designate one person as the survival roll maker. I think others can aid if I'm understanding the rules correctly.

Exploration mode is modified by Exploration Tactics, on page 315 of the playtest (317 if you have the paper version, I think). I've reproduced them below:

Exploration Tactics:

While you are traveling and exploring, tell the GM what
you’d generally like to do. The GM will determine which
exploration tactic applies and describe the result. It isn’t
necessary to go into extreme detail, such as “Using my
silver baton, I nudge the door forward so I can check
the hinges for devious traps.” Instead, “I’m searching the
area for hazards” is sufficient. Use the list of common
tactics that follows as inspiration. If you come up with
your own idea, the GM will adjudicate your idea using
these as a baseline.

Some exploration tactics are fatiguing—these tactics
cause the fatigued condition after 10 minutes of performing
them. Such tactics are indicated by the word “fatiguing” in
parentheses. While you’re fatigued, the only tactic you can
use is wandering. Taking a significant break to catch your
breath can allow you to continue onward using a fatiguing
tactic, but because of this, when you’re traveling for a long
time, you will sometimes need to use other tactics, like
wandering, so you don’t exhaust yourself.

The most common exploration tactics are detecting
magic, hustling, searching, and sneaking.

Casting a Spell (Fatiguing)

You repeatedly cast the same spell and move at half your
travel Speed. Typically this spell is a cantrip that you want
to have in effect in the event a combat breaks out.

Concentrating on a Spell (Fatiguing)

You keep up the effects of a spell that requires concentration
and move at half your travel Speed.

Covering Tracks

You cover the group’s tracks to prevent pursuit, rolling
a Survival check to determine how successful you are.
Covering tracks forces you to move at half your travel Speed
unless something grants you the ability to move at full Speed
while covering tracks. You still have to move as slowly as
the slowest person whose tracks you are trying to cover.

Defending

You move at half your travel Speed with your weapon
out and shield raised. If combat breaks out, you gain the
benefits of Raising a Shield before your first turn begins.

Detecting Magic

You cast detect magic while moving at half your travel
Speed. You have no chance of accidentally overlooking a
magic aura at a travel Speed under 300 feet per minute,
but the party could move into a magic aura before you
detect it for travel Speeds over 150 feet per minute. You
can always move at a slower travel Speed while detecting
magic to cover the area more thoroughly. Unlike most
types of repeated spellcasting, detecting magic is not a
fatiguing tactic.

Following Tracks

You Track while moving half your travel Speed.
Hustling (Fatiguing)
You strain yourself to move at double your travel Speed.

Investigating

If you want to find out more information about your
surroundings, you can move at half your travel Speed
while using Recall Knowledge to look for clues among the
things you can see. You can use any skill that has a Recall
Knowledge action for the investigating tactic, but the GM
determines whether the skill has any relevance.

Searching

You Seek meticulously for hidden doors, concealed
hazards, and so on. You normally move at half Speed and
make an educated guess as to which locations are best to
check. In order to guarantee a chance to detect any hazard
or secret before walking into it, you must move at a travel
Speed of no more than 100 feet per minute. You can slow
down to that travel Speed if thoroughness is necessary.

Sneaking

You attempt a Stealth check to avoid notice while moving
at half your travel Speed, unless you have an ability to
move at full Speed while Sneaking. If you’re Sneaking at
an encounter’s start, you usually roll a Stealth check instead
of a Perception check as part of your initiative roll, both to
determine initiative order and to see if the enemies notice you.

Wandering

You move at your travel Speed.


Vanedar Thorsson wrote:
I'm still working on getting character sheet ready. Probably about 90% done. I'm adding a lot of extra information I probably wouldn't on a 1,0 sheet, simply so I have the rules there instead of having to go back to a rulebook all the time.

I appreciate it! It is helpful for me to see as well.


So, for the next section, in addition to the person doing the survival roll and any aiders (go ahead and give me five rolls in gameplay to start), I'll need a tactic from each of you. Note that some tactics slow the time of travel.


Rogue 4 | AC 21, TAC20, FF 14 | HP 51/51 | FT, RE, WE, (+1 pot, +1 rec) | Perc +6 (Darkvision)

Zeva is trained in survival but no bonuses I think. Anyone with better that could use an assist?


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

On the one hand Kalum has a +8 Survival, and is a real asset to travel.
on the other his speed is 20ft and he has no skill with animals... I think he'll be stuck on Wandering, potentially without armor.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

I think that depends on the DC of Handling an Animal. I would think these camels are trained to be ridden and so it should be low or trivial?

If not then maybe some people can double up on a camel with Nature trained people doing the Handling?

I've added Natural Hazards to Kith's eclectic array of knowledge.

It doesn't seem like we should be using any tactic that slows us down so Kith will just roll untrained Nature aid checks if allowed.

I believe 'Wandering' covers being on an animal and using its speed?

I've also put in an occult knowledge roll on the Night Heralds and what kind of monsters they might be summoning. Seems like an occulty thing to be doing!

I like the chart for how to figure out Lore DCs by the way. Makes a lot of sense.

Another comment is that it seems to me that Nature and Survival have enough overlap that Survival should be folded into Nature.


Re: Animals, I'll steal a few minutes today to look at handling animals more closely. From what I've read so far in GM threads, there's some rule confusion there.

It isn't anything that should bog the game down, and the camels are trained, so I'm inclined to say that no check is needed for wandering with a camel.

And yes, you can wander at the camel's speed.

I've often thought that nature/survival have overlap enough to make them one skill. I can only think that the devs have resisted doing so to avoid it becoming an uber skill, applicable to recalling knowledge and adventuring-related tasks. But, they have folded other knowledges into larger skills, so...

That said, in the interest of playtesting as intended as much as possible, let's keep survival aids to just the survival skill for now.

I think doubling up is fine, especially for the small PCs, though the rules don't make a distinction between small mounts, I don't think?

Sorry, I'm learning a lot of this as we go.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Haha. Everybody is, no need to apologize. It's the fun of a playtest.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

I sort of like that Kalum is a great Survivalist and knows almost nothing about animals - except perhaps how to cook them. Nicely captures the road/travel aspect of Abadar I think.


^ Very nice!

I'm going to give Vanedar and Baragor till tomorrow to post their exploration tactics and provide any aids to Kalum. Otherwise, I'll bot and get us on the road then.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

That third day went just terribly!


^ Yeah, y'all just eeked out that critical failure! I hope my description did it justice!

Next part is some combat, but some of the fun of this adventure is that I get to make my own maps.* I'm going to try out some new mapping software this evening.

* The logic being, is to see if GMs would rather make their own maps to have more content in the adventures.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

They're playtesting pretty much everything it seems like.

So what's the word on handling animals? The fact that we have a -2 to it seems to indicate that we need to be rolling it at some point.


So, there's really no guidance on how the camels interact with the encounters.

You may or may not end up rolling checks, depending on how initiative goes (if I understand how initiative works correctly).

The -2 was a wrinkle added by me. I figure with an additional PC, it shouldn't matter.

Something I realized I messed up on. The aid action gives a circumstance bonus, which doesn't stack. It doesn't affect anything that happened with the timer one way or the other (you still make the first check and fail the next two).

It does add a wrinkle to the aid checks in that more than one person aiding may have diminishing returns, because it will increase the chance of a critical failure on the aid checks (which you can also only get one of).


Camel:
CAMEL CREATURE 1
Perception +3; low-light vision, scent 30 feet
Languages —
Skills –1; Acrobatics +2, Athletics +6
Str +3, Dex +1, Con +4, Int –4, Wis +1, Cha –2
Desert Survivor A camel lasts up to a week in severe heat
without drinking water, or up to 6 months without drinking
water at cooler temperatures.
AC 13, TAC 12; Fort +5, Ref +3, Will +2
HP 30
Speed 35 feet
Melee jaws +5, Damage 1d4+3 bludgeoning
Range spit (range increment 10 feet) +4 touch, Effect
camel spit
Camel Spit Once per hour, a camel can regurgitate the contents
of its stomach as a foul spit. On a successful attack, the
target is dazzled for 1 round (or blinded for 1 round on a
critical hit) and it must succeed on a DC 14 Fort save or be sick 1.

To use a camel, you must succeed on a Nature check, DC 10 (and remember the -2 circumstance penalty for the terrain) or DC 12 if you're not trained in the nature skill. Then you can Command Animal if you're successful with another action. Note, that if I'm reading the rules correctly, it takes essentially 2 actions (the handle and then the command) to use 1 action for an animal.

Handle Animal:
You prepare a helpful animal to accept your
commands. If you are trained in Nature, you can
use Handle an Animal on a friendly or indifferent animal as well.
Success Until the end of your turn, you can use the Command
the Animal action to direct the animal. You can Mount the
animal (see page 309).

The Handle Animal use of Nature is Auditory and requires Concentration.

Command Animal:
You issue an order to an animal that’s obeying
you, either because you previously used Handle
an Animal successfully (see below) or you have the Ride feat
(see page 170). Most animals know the Leap, Seek, Stand, Stride,
and Strike basic actions. If an animal knows an activity, such
as a horse’s Gallop, you can command the animal to perform
the activity, but you must spend as many Command an Animal
actions as the activity’s number of actions. The animal uses the
action you command.

Most animals understand only the simplest instructions,
so you might be able to instruct your animal to move to a
certain square but not dictate a specific path to get there, or
command it to attack a certain creature but not to make its
attack nonlethal. The GM decides the specifics of the action
your animal uses.

Command Animal is auditory and requires concentration.


Busy week for me. I hope to be able to update tomorrow, won't be able to do anything on Wednesday.

Can everyone update their stats in their bylines with at least hp, AC, saves, and perception?

Thank you!


Rogue 4 | AC 21, TAC20, FF 14 | HP 51/51 | FT, RE, WE, (+1 pot, +1 rec) | Perc +6 (Darkvision)

I'll be traveling for work through Thursday, so activity here will probably be light.


Work is giving me a kicking at the moment. I'm probably not able to post before Friday. I'll bot Baragor if he hasn't posted and move us on then.

If you haven't, please update your profile byline. Thank you!


Fighter 4 | AC 22, TAC21 | HP 67/67 | F +9. R +7, W +7 | Perc +7 (Darkvision)

Sorry about the lack of post. Absolutely slammed right now.

Did you bot Baragor for this round?


^ Yes, Baragor was botted. He killed a hyena. I had his attack at +9 (+4 str, +4 proficiency, +1 weapon). Power attack figured at +4. Is that correct? And no worries, work was not kind to me last week either.


Male Human Barbarian 4 HP 76/76 AC 20 TAC 17 F/R/T 9/6/7 Per 6

TRIP
Requirements You have at least one hand free.
Your target can’t be more than two sizes larger than you.
You try to knock an opponent to the ground. Attempt an Athletics
check against the target’s Reflex DC.

Success The target falls prone.
Critical Success The target falls prone and takes
1d6 bludgeoning damage.
Critical Failure You lose your balance and fall, and land prone.

I just want to make sure I understand how this works. So the hyena would have made an Athletics check vs my Reflex DC of 16? And because it wasn't a save technically, my Steady Balance would not apply I guess, because I wasn't taking a Balance action. Sound about right?

Steady Balance (You can keep your balance easily, even when balancing in adverse conditions. You treat a success using the Balance action as a critical success. You're not flat-footed while attempting to Balance on narrow surfaces and uneven ground, and if you're the target of an attack or effect that requires a saving throw, you fall only if you critically fail your attempt to Maintain Balance.)


The hyena (and most monsters as I understand it) have special abilities that grant conditions under when certain requirements are met. So, think of it like: trip applies to PCs and NPCs that undertake that specific action (hope I'm getting the terminology right), while monsters may have rider effects to attacks. In this case, hyenas have knockdown, which takes effect upon a successful attack.

Knockdown wrote:

Requirements: The monster’s last action was a success with an attack that lists Knockdown in its damage entry.

Effect: The monster automatically knocks the target prone.

So, steady balance doesn't matter because the knockdown effect is an automatic rider on a hyena's attack hitting. At least as I understand it.


Kalum's up!


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

There does not seem to be an equivalent of total defense, does there?


I'll start botting tomorrow and move us along then if people still haven't posted.


Kalum Navigator wrote:

There does not seem to be an equivalent of total defense, does there?

I don't think so.

Also, I'm confused about a couple of things:

1) AoOs. This is a fighter-only ability, right? So monsters wouldn't have them unless there's a specific entry for them? The hydra monster entry as the Attack of Opportunity reaction, so I think this is the correct reading.

2) Surprise rounds (or the lack of). Reading some of the play reports, it seems that some people have had the hyenas ambush the PCs if the PCs are not using the stealth exploration tactics, and then rolled initiative from there. But, I can't find anything in the rules to support this (my reading is that if PCs are not using stealth, then it goes right into the encounter, with everyone rolling init but the ambushers using stealth for init instead of perception). So, I may or may not have started this encounter correctly.

There is a "pack attack" monster ability that hyenas have that only takes effect if all of them are attacking the same oppponent, so it is possible that ambushes happen automatically with no perception roll if party isn't in stealth mode, as this encounter seems designed to put that monster ability into play.

Pack Attack:
The hyena’s Strikes deal 1d4 extra damage to
creatures within reach of at least two of the hyena’s allies.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

(2) that's how I thought it was.
(Pack attack) Yeah - this seems like an ability hard to bring up. At best it might allow a single three pronged attack on a PC before the other PCs realise it exists.


Baragor's not able to keep up with the pacing, so he has withdrawn from the game. I'll get you all a different +1 weapon shortly.

All the PCs are up! In best Mortal Kombat voice: "Finish him!"


Fighter 4 | AC 22, TAC21 | HP 67/67 | F +9. R +7, W +7 | Perc +7 (Darkvision)

Thanks for understanding, FC! I just didn't want to be a drag on the game.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Sorry to see you go Baragor. Good luck!
@ GMBP DC 18 Fort, I believe. Probably going to do it again this turn... but much as surviving two straight rounds with this monster is leading me to believe Kalum is invincible I'm a bit concerned about trying to solo it again.
Is everyone at the right place on the map?

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