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Mynafee Gorse

Bill Dunn's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber. Pathfinder Society Member. 4,294 posts (4,643 including aliases). 4 reviews. No lists. 1 wishlist. 1 Pathfinder Society character. 13 aliases.


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Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber

OK, character submission (because I want to make sure I'm doing this right):

Guthrie Wilson - international investigative journalist

Agility: d6
Smarts: d10
Spirit: d6
Strength: d4
Vigor: d6

Pace: 6
Toughness: 5

Edges: Linguist, Savvy
Hindrances: Vengeful (minor), Obligation (minor), Curious (spent on +1 attribute point, +Edge)

Skills:
Investigation: d10
Notice: d8
Persuasion: d6
Shooting: d4
Stealth: d6
Streetwise: d8

Languages (thanks to linguist): Farsi, Arabic, French, German, Italian, Russian, Spanish, Turkish, Latin, Greek

Defining Interests:
Anthropology, Archaeology, History, Forensics, Photography, Politics

Did I miss anything? Did I see something about an equipment budget?


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I'm working on an internationally focused investigative journalist - probably fresh from covering events in Italy in Europe. So I'll be ready shortly - still kind of figuring out the character options.


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Suggest he coordinate his character with the other warrior-types in the group. Offload some of the effort on the players so that they can mutually figure out how their characters can work together effectively.


Is there a particular edition of Savage Worlds that I need to build from? I have friends who have copies that I can probably borrow.


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Cool. I did most of my own CoC playing about 20 years ago with 3rd edition and some very effective other players. So I learned a lot about PCs can get a lot of research done and solve these mysteries.

I'm checking out the Savage Worlds test drive now...


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I've never played with Savage Worlds rules but I'm probably too familiar with the Masks of Nyarlathotep campaign. I was running it as a tabletop game back in 1998 until we ended with a TPK. As it turns out, my daughter was born a few days later and I wasn't able to game for a little while anyway.

But if you want someone or feel you need someone who knows old style CoC around, I can try my best to keep player knowledge from leading the investigation too strongly. I think a Private Investigator or Journalist could be a good source of research advice - helping to suggest avenues of investigation they might be missing. Or maybe a wealthy benefactor helping to collate the team's materials...


Masamune Mitsuhide wrote:
Masamune rides forward to get a good look at the town as it comes into view.

What remains of the town of Brinewall and its castle sits at the mouth of the Steam River as it enters Bunyip Bay. The castle sits on a promontory separating the main open bay and a protected bay. It appears to be, from this distance, reasonably intact. The village below does not appear to have weathered the time or the disaster that depopulated the town as well since most buildings appear to be rubble.

Brinewall Town

The keyed areas of town include:
M. Waterfront - old docks and what appears to be a partly sunken ship
N. Ruins of the town
O. Lagoon - fairly bright green indicating lots of algae blooms
P and Q. Cemetery gate and Cemetery
R. Lighthouse - walls seem intact, but the roof appears caved in
T. Castle

No activity can be seen in the town or castle area other than the birds, seagulls in particular, wheeling about and looking for fish to feed on.

The trail along the Steam River, probably too overgrown for wagons at this point, appears to approach the village from a point a bit east of the lighthouse


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ckdragons wrote:

In your opinion, which of these 3 options would you prefer to use for your character? Pros and cons of each.

1) After 1st level, hit points are rolled twice, taking the larger amount.

2) After 1st level, hit points are rolled normally, minimum half.

3) After 1st level, hit points are rolled as d6 = d3+3, d8 = d4+4, d10 = d5+5, and d12 = d6 + 6.

Currently using method #1 in my current campaing but finding ALL the characters are near max hit points after 6 levels. I don't want the randomness of rolling as per RAW, nor use the houserule to give set amount hp per level.

We've been using option 1 for the last couple of PF campaigns we've been playing and option 2 for the new D&D 5 campaign.


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rainzax wrote:

you cannot roll a result of 5.5 on a d10 Cyrad, it's impossible!

So? 5.5 is still the average result of multiple d10 rolls. If you want to operationalize for hit points, round up to 6 or alternate between 5 and 6. Otherwise, you will get a character with hit points under the expected mean.


Piper Hemlock wrote:

As the group slowly makes it's way down the disused road, he racks his brain for information about Brinewall.

As mentioned above (a few pages worth of posts ago), Brinewall is, or more accurately was, one of the older colonies established on the Varisian coast, not far from the borderlands with the Land of the Linnorm Kings. That puts it even farther north than Riddleport (a wretched hive of scum and villainy) and into some sparsely settled territory (probably about 500 miles or so north of Sandpoint). Built to facilitate safe trade between the Linnorm Kings and lands farther south, Brinewall is now avoided. Rumor has it that the town and castle was sacked and put to the torch by Linnorm Kings 30 years or so ago, but if that's the case, they don't seem to sing any songs about it - something odd since they seem to enjoy singing about their accomplishments - the more notorious the better.

A little more detail comes to Piper's mind. The last commander of Brinewall Castle would have been a man named Andril Kortun. He was known as a stalwart fellow, well respected by traders in the region, including the Ulfen of the Linnorm Kings. There are also no known survivors from the sack of the town/disaster that destroyed the town. Ulfen raiders often take thralls as part of their plunder, which could explain no witness accounts of Brinewall's demise - but even if they had all been taken north, stories still get around...


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wraithstrike wrote:


OK. I get your point now. You are right. I am not reading the rules text, but if snap shot specifically only calls out bows as opposed to ranged attacks in general then that is all it applies to.

With pulling an arrow(ammunition) I the intent was clear, but since Paizo rules are supposed to call out any rules exceptions it needed to be done for consistency, otherwise someone could say "well you can draw an arrow for snapshot and that was not mentioned so why can't I ______"

It is good to keep the rules clean and consistent. Yes, I know there are still exceptions.

The version on d20pfsrd.com does not refer just to bows but refers to ranged weapons.


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And using strategy, particularly on as simple as the one you suggest, is certainly legal.


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thegreenteagamer wrote:


I have heard rumors, however, of people who like PFS for it's own merits, and this boggles my mind. I have played a of PFS games, even more than I have actually recorded on my profile (meh, I forgot to send in my stuff a couple times) and my experience was less than thrilling. I don't understand why, if given the opportunity to play a home game instead people would choose PFS.

I play PF for home games and I play PFS games too, particularly at conventions. While there are times the experience isn't so good, getting out and playing with completely different groups of people can be fun. You get to meet people over a hobby you both enjoy and you get exposed to different character ideas that you may not get in your smaller pool of local players.

You can do all of that with one-shot adventures and pregen characters too, but with PFS, you get to develop your own character and that's a pretty big draw, particularly when dealing with a game as complex as PF. Having a few minutes to suss out a new pregen before the action starts can be difficult.


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Quote:

"The problem is that the 100 Paladin are their own worst enemy. Since there are so many they are crammed in. This means that the aforementioned fireball will hit about 24 paladins at once, dealing an average of 21 damage (ref bad save for paladins), or about 60% of their hp."

"Someone did mention the Vrock in the Main hall, also the pit fall trap right at the start will be missed and you will have lots of Paladins in a hole who can't get out."

Why are people assuming the paladins are dumb or won't use reasonably intelligent tactics if put into this situation? They're 4th level paladins, well-seasoned warriors for Good, not mindless zombies, headstrong goblins, or pathetic dretches. I would expect the cost to be pretty savage, but 24 paladins hammered in a single fireball? Only if they're really dumb.

Of course, if that did happen and they did take 60% of their hit points in damage, only a subset of them have to channel their positive energy in order to heal the lot of them as well - so bunching up isn't all bad in the right circumstances.


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yazo wrote:
THe character creation always goes like this, me "what do you want to play" him "i dont know im out of ideas" me "well why not try something new" him "no, then ill die" me "then play a rogue" him "i dont know what backstory or personaily or anything" then the rest of the players are like, lets do the roll down the line stats, and we vote and it passed and he rolls bad dexterity and b%%$%es about it every 2 minutes, he also complains whenever he is attacked or whenever we do roleplay parts

What is sounds like is you have a problem player. He's not engaged in your game, he's not engaged in making a character at all, and he's going to whine about the current game until he kills it. Suggest he sit out and find something else to do until his enthusiasm comes back. If he can't think of a new idea, he's burned out. He's participating out of habit, not desire. He needs vacation time. At least, that's how it appears to me.


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blackbloodtroll wrote:
mplindustries wrote:
Umbranus wrote:
Again, why look at the rules when you are aiming for a certain fluff?
I wish I knew. I have had discussions with this guy in my group about stuff like this all the time. His answer is, "I just don't think Pathfinder is a 'refluff it' kind of game." WTF does that mean?
Maybe: "Look, you are coming dangerously close to openly revealing my lack of imagination. Do not do that!"

Or he prefers it when his fluff and crunch have a unified meaning. Let's think about other possibilities before insulting the man.

Personally, I think fluff and terms have significance too, not just mechanics. They're what forge a shared vocabulary between different gaming tables so I take as much care in reviewing, using, and revising them as I do for mechanics.


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GMs willing to run APs are in high demand around here. Whichever one you pick will attract more applicants than you have slots. My advice is to pick ones you think you can easily keep coming back to for weeks and weeks with slow progress being made to narrow down your list of options. If you expect any of them to poke at your impatience limits, avoid those.


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It reduces the risk, but it also reduces the benefit of the larger die's possibilities. It might feel like an OK trade-off for a d8 class, but I think for a d10 or d12 class, I'd rather not lose 2-3 points off the upper range.


I'm not really sure you'd get a ton of value out of it, Rawnie, since I haven't often seen the trade-off between movement and casting metamagic on the fly be a decisive issue. Do you have a particular use case in mind?


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Yeah, that summoner may be good at party buffs and summoning, but he really is deficient as an all-around arcanist. I've found magic identification to be a weak spot for my summoner too.


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I know the thread had moved past this part of the topic, but for new players, I'd have them roll their first characters. Aside from introducing them to a historical aspect of character generation, it removes the complex choices involved in buying stats from scratch. They'll still have to choose where to put the rolls, but that's easier, I find, than starting with a totally blank slate.

Alternatively, give them all a common array.


Alara Dawnchaser wrote:

And before I choose a new feat...

Bill, would you allow me to take this feat? It comes from Dreamscarred Press:

PFSRD wrote:

Deadly Agility (Combat)

You have learned how to use your agility to greater purpose in battle.

Prerequisite(s): Weapon Finesse, base attack bonus +1.

Benefit(s): You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat (such as the rapier) when determining additional damage inflicted upon a successful attack.

This modifier to damage is not increased for two-handed weapons, but is not reduced for off-hand weapons.

I confess I'm a little torn on this feat. I don't have a convenient way to track it in HeroLab so that I can have the PCs available when I'm offline, but I'm starting to notice a lack of heavy hits from the PCs and this would be a good way to compensate. It effectively costs 2 feats because of its prerequisites, so that counters some of the min-max issue of over-valuing dexterity and dumping strength. But I think it also has a false balance provision of avoiding bonus loss in the off-hand through not increasing it with two-handed weapons... when finesse two-handed weapons are as common as Protestant popes in the first place.

Ultimately, I think I'll allow it. If anyone else wants to revisit a feat choice for 3rd level in this light, please do. Otherwise, it will be available for other PCs in future levels.


I hope everyone had a happy Thanksgiving. I'm visiting relatives and don't have full access to all of my resources, but at least I'm done with the craziness of getting ready for travel.


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Freehold DM wrote:

*sigh*

I understand the importance of not getting one's hopes up especially in light of the last trilogy, but YEESH..tough crowd.

Well, the lower your expectations, the more likely they will be exceeded. The higher they are, the more likely you are to be disappointed. I figure this is why Attack of the Clones appeared to be so good at first viewing despite its horrible shortcomings (I think it is the worst in the series by far). Phantom Menace had calibrated expectations to be very low.


Hit points are rolled, but if you roll low, you can take the Pathfinder Society standard of 1/2 die +1. For a d6, that's 4, d8 it's 5, d10 it's 6.


Finally, I want everyone to level up to level 3!


In the morning, the caravan is once again underway and as it moves north, the road gets less and less well-used. Another day, and it's more of an infrequented path than a road. A day after that, and it's a partly overgrown track. Sandra relates that most Varisian caravans coming this far tend to make a detour around the old road to Brinewall because of the place's reputation for being haunted. But since that's your destination, he leads the caravan on the old road.

Ash:
As you've been nearing your destination, you've noticed that Ameiko has been acting a little strangely. She seems sweatier than usual and her joking around with people has been a little forced rather than with her usual ease.

Masamune:
You've been noticing, for the last couple of nights, Ameiko's slumber has been unusually fitful. She's been talking cryptically in her sleep as well. You overheard her say "One treasure beyond two seals in the third vault... one treasure behind two seals in the third vault..." The following morning, it appears that she has gotten little effective sleep.

Alara:
You've been noticing, for the last couple of nights, Ameiko's slumber has been unusually fitful. She's been talking cryptically in her sleep as well. You overheard her say "Grandfather waits in the dark, but he knows not who he was..." The following morning, it appears that she has gotten little effective sleep.


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Hacker Doom is a terrible idea - but computer industry mogul Doom may be a concept with traction. It gives him resources, it gives him reach, it puts him at the forefront of modern technology.

I don't have very high hopes for this FF movie.


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Ravingdork wrote:


Or we could turn it around. Have the players say what kind of games they are looking for, and have the GMs come to them--kind of like it works in real life sometimes.

There are people who try that - and a very few may actually succeed. If their request is fairly standard like wanting to play in an AP or other particular modules, I imagine they can have fairly decent success. But I also expect that the further from the mean the player wants the game to be, the less likely he is to find a willing GM.


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Kieviel wrote:

Potential Skull and Shackles spoilers!

** spoiler omitted **

Spoiler:
Having only experienced this from a player perspective so far, isn't the Cool Hand Luke inspiration a reasonable fit? You just had to be patient enough to keep giving him punishment detail rather than outright kill him until the plot developed enough for a mutiny to work.

You can easily avoid the horses in the area of effect. They'd be unhitched and within the circled wagons perimeter anyway. I just didn't want to bother depicting them on the map.
The one major drawback is the spell, being an area of effect spell rather than a targeted weapon, can't inflict a coup de grace which tends to be more efficient at finishing off helpless opponents. As it is, the damage done isn't enough to kill that krenshar (though it is badly hurt).

The krenshar's hide is badly rent by Piper's spell, but the beast jolts awake. In pain and groggy, it gets up off the ground and begins to lope away.


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Trigger Loaded wrote:
DungeonmasterCal wrote:
I had a 1e character once say OUT OF CHARACTER a word that would cause instant death. The DM said it didn't matter, that it "transcended realities" and no matter who said the word would die, even if someone in another dimension said it, such as my "alter ego in this universe". I believe that was the last game I ever played with him as DM.
Something campaign-specific? Or the old Call of Cthulhu standby Hastur?

Appearance Check: 1d100 ⇒ 58

Whew!

I actually do make rolls when my players say that name regardless of what game system we're running and the context. It's been a running joke for some years now. Or so they think...


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There are all sorts of issues that may have come up that have made the DMG's support of 4e-style play (or any other edition's style) not reach the same result you were hoping for. That doesn't mean they lied to you or stabbed you in the back, OP.


The tide in this fight has decisively turned with only a single krenshar remaining on his feet.

Combat status
Characters hurt: none
Characters intimidated/shaken: none

Krenshars hurt:
#2 closest to Shalelu -10 hp
#3 -4 hp and sleeping

Ash, Piper, and Shalelu are up next. Then the last awake krenshar.


Duty inflicts a painful injury on the krenshar beset, now, on all sides. It yowls in rage.

Rawnie, I think you might have missed the inspire courage bonus that Piper's giving - which would yield a 12 to hit (+1 BAB, -1 Str, +1 morale-inspire courage). It does, in fact, mean the difference between a hit and miss in this case...

The krenshar Rawnie touches screams as the electricity courses through its body. It slumps to the ground, twitching.


The krenshar's attention follows Alara's movements but his reactions are too slow to intervene.
In other words, you only beat the DC by a little bit! VERY good use of the extra movement rate.

That krenshar has now taken his first injury... (-5 hp to krenshar #4).


Well, that was the idea - the one attacks frontally with his screech while the other approaches from the flank.


OK, +2 deflection bonus to Alara's AC from shield of faith.

Krenshar Will save: 1d20 + 1 ⇒ (5) + 1 = 6
The krenshar between the fortune teller wagon and covered wagon sways, its eyes turn bleary, and it collapses to the ground - asleep.

The one around the outside of the covered wagon moves around it to menace Piper (though it has no action left to actually bite him yet).

Krenshar Will save: 1d20 + 1 ⇒ (6) + 1 = 7
The krenshar that yowled previously moves in to try to attack Koya, but it appears to be confounded by the protection of her sanctuary.

The las krenshar presses his attack against Shalelu with a flurry of teeth and claws. One claw attack managed to purchase a hold but the injury is slight.
Krenshar bite: 1d20 + 2 ⇒ (5) + 2 = 7
Krenshar claw 1: 1d20 + 2 ⇒ (12) + 2 = 14
Krenshar claw 2: 1d20 + 2 ⇒ (19) + 2 = 21
Claw damage: 1d4 ⇒ 1

The rest of the party is up: Masamune, Rawnie, Alara, Sandru, Ameiko, Koya and the drivers


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evolved wrote:

I've always felt a bit uneasy about how this worked in Pathfinder, due to the combining of Spot & Listen.

A big portion of why I dislike how this ends up affecting things is when reading the effect of invisibility. RAW, an invisible character on the other side of an opaque barrier from an astute guard receives +20 to stealth rolls made against that guard. Why? Invisibility specifically says that it doesnt stop sound, but the rules for invisibility apply a large bonus to stealth, in large swaths to this situation. The same would happen, by RAW, to an invisible character using stealth to creep by 3000 blind monks.
However, silence in that situation doesnt apply that same huge (+40 if still, +20 if moving) bonus to stealth checks that invisiblity does if used in the same situation.

Keep in mind im talking only RAW here, most GMs would feel that same unease I mentioned earlier and probably wing some off-the-cuff modifiers in that situation. Its just a technical abnormality due to rules for invisibility, but it does come up with so much frequency that it sticks out in my head.

If nothing else, this underscores the pointlessness of being a slave to the RAW. Yes, invisibility gives a bonus, but that invisibility is actually irrelevant since the PC is in a position in which he can't be seen anyway.

There are ways to write the stealth/perception rules better to handle the situation but, as they are, they outline some general principles - you just need a referee willing to go with the principles embodied by the rules rather than the RAW.

Ultimately, I think combining hide and move silently into stealth and listen/spot into perception was a good idea - one that streamlined the game and brought it more into alignment with other games (like Champions with its stealth skill and PER rolls). It just requires a more nuanced approach from the GM.


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Wind Chime wrote:
Lune wrote:
You could have withdrawn in the caster's direction. Why are we just getting these details now by the way? I think you are trying to make excuses TO attack your friend and not enough NOT TO.
And then my character would have been charged by the fighter (charges get double movement)and been in the exact same situation with less hp next round.

Sometimes doing the right thing isn't as easy as doing what's expedient. But expedient doesn't mean right.


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In my experience, they don't fight as well as the PC fighters and other fighter types. But they do serve to increase the number of actions targeting the enemy, which can make a single BBEG very sad very fast. Of course, in a turn-based game, solo enemy encounters are usually going to be overwhelmed by multiple PCs anyway, this really just increases the tendency.

One other thing they can do is bog down play with one player, the player whose PC summoned the monsters, getting a lot more play compared to everyone else. So it's incumbent on the summoning player to have his crap together and work swiftly and efficiently as much as he can.


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Never had a problem allowing PCs to take the leadership feat - and one of my players did take it and maximized a crafting cohort (in this case, a mystic theurge). It really wasn't a problem. Unless you're giving out gobs of cash rather than magic items, the crafting feats mainly allow you to transform magic items from stuff they don't want into stuff they want. They'd sell the stuff they don't want for half price anyway, crafting for half price preserves a 1:1 exchange of value - the same rate they'd have if everything I put into treasure hoards was stuff they wanted.

Now, in this case, the PC did have his cohort making items not just for himself but also his other companions. If someone is selfishly keeping all the benefits to the cohort to himself, I think that could cause problem at the table. But that wasn't the case and I don't think any harm was being done to the campaign.


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Sissyl wrote:
Hama wrote:
Sorry, force unleashed was horrible. As a game and as a story.
Heh. Just goes to show what the standards for good Star Wars products have to be, then. That said, I liked it. I felt it did well and filled in a number of blanks, even managing to treat the original trilogy with respect.

I thought the story had some nice elements to it. Didn't like it much as a game though, particularly the cinematic button mash endings. I don't like that in any games where they show up (which is too often).


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Hama wrote:
And instead of using the Thrawn trilogy, and digitally de-ageing the stars, he chose to disregard 30+ years of extended universe. Nice job. JJ. You putz.

Best move he could have made. Unequivocally. Cleared the slate as much as possible.


The 4 creatures move closer in to the campsite. As they do so, a couple of them, one each near the front and rear of the fortune teller wagon, stop. The skin on their faces pulls back revealing the unnerving and repulsive sight of their musculature and bones. As they do so, they each emit a piercing shriek that chills the marrow.

Intimidate check vs Rawnie, Koya, Shalelu: 1d20 + 5 ⇒ (7) + 5 = 12
Will save required for Shalelu
Shalelu's save: 1d20 + 5 ⇒ (20) + 5 = 25

Intimidate check vs Piper, Ash, Masamune: 1d20 + 5 ⇒ (4) + 5 = 9
Will save required for Masamune, add the +1 morale bonus from Piper's inspirational music

The creatures (which Piper can now confirm are Krenshar) fail to demoralize you all, their opponents. Shalelu also resists the fear caused by their extreme visages and terrifying cries, though one of the remaining krenshar leaps at her throat with a savage bite.

Krenshar bite: 1d20 + 4 ⇒ (6) + 4 = 10

Luck is with Shalelu and she is fundamentally unharmed by the creature.

Remaining PCs may go
Alara
Masamune
Rawnie
Koya,
Sandru, Ameiko, and 3 Varisian drivers (who all end up spending their time waking up)


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RumpinRufus wrote:

To people defending the GM:

You realize he is basically saying "I demand that 50% of your turns are wasted, no matter what.

<snip>

It's like being under a non-removable Bestow Curse, and also only having half the normal number of spells per day.

You know, this is kind of what high level spellcasting was like back in 1e/2e days. Saves were based on the hit dice/level of the target and couldn't be made more difficult by the PC. LOTS of save or lose type spells failed and left the caster with an unproductive turn. And, frankly, PF could use a bit more of it than it has now.


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Looking forward to it - I hope it's up to the challenge Anthony Daniels laid down. I don't think any other actor has had as much contact with Star Wars at as many levels as he has so I think he's got an informed perspective. A lot will depend on editing and post-production but I've been cautiously optimistic since Lucas sold out to Disney.


Initiative Rolls (that's what's happening...)

Alara: 1d20 + 3 ⇒ (8) + 3 = 11
Ash: 1d20 + 1 ⇒ (20) + 1 = 21
Masamune: 1d20 + 3 ⇒ (3) + 3 = 6
Piper: 1d20 + 2 ⇒ (12) + 2 = 14
Rawnie: 1d20 + 1 ⇒ (4) + 1 = 5

Ameiko: 1d20 + 2 ⇒ (4) + 2 = 6
Koya: 1d20 ⇒ 7
Sandru: 1d20 + 6 ⇒ (2) + 6 = 8
Shalelu: 1d20 + 3 ⇒ (15) + 3 = 18
Drivers: 1d20 + 1 ⇒ (11) + 1 = 12

Mystery Creatures: 1d20 + 6 ⇒ (8) + 6 = 14
--------------------

OK, grouped initiatives.
Ash, Piper, and Shalelu can all act before the creatures
Then I'll have the creatures do what they do
Then it'll be everyone else's turn. Post in any order.

Piper:
The screech in the distance sounds vaguely cat-like but also a bit different... it puts a bit more on edge than you'd expect, even out here in the wilderness. There's some magic behind that screech and that narrows down the options. It could be a krenshar - a panther-like predator that can retract its own skin back from its face and strike terror into its prey.


Jacen "Ash" Teleris wrote:
I assume my round is already taken...or do you mean another?

You've got another.


Ash wakes Piper with no difficulty. and that means Piper can act normally from here

Shalelu's bow twangs as she fires and then moves. A loud yowl that sounds kind of like a great cat comes back from the distance.
Shalelu Bowshot: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

That yowl is enough to cause Koya to sit bolt upright in her bed in the wagon, a motion that also wakes Rawnie. Masamune is also startled awake by the sound (but only barely).

Awake PCs (Rawnie, Piper, Ash, and Masamune... sorry Alara), can take a round's worth of actions before we roll initiative.

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