Baregara

laurence lagnese's page

Organized Play Member. 88 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



Lantern Lodge

this is some intense stuff... in the next couple minutes it will be a massed melee. Lots of great fighting, this is the first time the US has fielded a team

Lantern Lodge

I am curious what should a local player and or store owner expect from a Venture Captain?

thanks

Lantern Lodge

Okay so my players and I are excited about this adventure path and I love the first adventure, the second adventure also has some great parts throughout it. My problem is I have no idea how I am suppose to motivate my players to look for proof to defend the beast.

Are there some key points I must have accidently skipped that is suppose to inspire the players? All I noticed was the request of the "Defense Attorney".

I love the stories that tie into finding his innocence but I am pretty sure my players are gonna insist he needs killed regardless, since murdering in a blind rage is still murdering and in some senses worse because it is something that cant be controlled.

So how are the rest of you going to motivate the players to defend something that they would normally hunt downa and kill?

And if I missed something please point it out to me?

Thanks

Lantern Lodge

Okay this has been brought up before but the question was never answered.... pharasma has domains that the bonus spell is creating undead why is that? If there is no why is that then why has it not been changed? I plan on implementing rule 0 and giving a different bonus spell but I still feel that this shouldn't have happened with all the fluff given on pharasma.

Lantern Lodge

okay so in kingmaker the adventurers have found Vordakai in his throne room.

rd 1 party is hit by Symbol of Pain over throne, everyone fails.
Barbarian charges and hits Vord once,(has haste so could have hit more)
-30 dmg/dr reduces to 15
Witch uses spectral hand wand
Vord uses waves of fatigue
Zen archer monk misses repeatedly
Thief moves in tries to tumble past fails gets hit by AOO and is paralyzed
Gunslinger gets within touch range and fires once with pepper box, hits for 17 dmg/dr does nothing

rd 2 Barbarian attacks 3 times misses all 3 due to debuffs
Witch uses cure spell with spectral hand wand misses
Vord uses fire snake hits majority of party for 43 dmg
Zen archer monk hits once, 18 dmg/dr reduces to 3
Thief twitches
Gunslinger fires twice, hits both, for 12 and 18

rd 3 barbarian attacks 3 times, hits once, 32 dmg/dr 17 dmg
witch cure spectral hand hits for 24
Vord casts bone shatter on witch, fails save and is nearly killed from this
Zen archer misses
Thief twitches
Gunslinger fires twice, hit both, 16 and 14

rd 4 barbarian attacks 3 times misses
Witch cure on self
Vord lightning bolt gunslinger and thief, 32 dmg to thief 16 to gunslinger
Zen archer misses
Thief twitches
gunslinger fires once, hits, 17 dmg, reloads

rd 5 barbarian attacks 3 times, hits once, 27 dmg/dr 12 dmg
witch does the bad luck think on vord, multiple dice rolls take the lowest
Vord fails concentrate, barb AOO misses, Vord fireballs the room, 43 dmg to barb, thief(now unconscious), 21 to monk, gunslinger
Zen archer hits twice, no dmg due to DR
Thief bleeds
Gunslinger fires twice, hits, 15 dmg and 17 dmg

rd 6 pretty much rinse and repeat for 3 more rounds

Party breaks and runs, dragging unconscious but stable thief, Vord also does not chase since bastard new technology(to him that is) was more effective than magic missile. Party chooses to GTFO with teleport and preps for new assault. Vord Scries and waits till next day teleports to castle to say "HI".

Protection from Missiles up and Gunslinger and Zen Archer both become mostly useless. Party fights to the bitter end, some die some dont, Vord falls back due to injuries.... (magical pistol being use as blunt instrument with fighters BAB still bypasses DR)

So basically gunslinger and witch were the most useful in the fight, yes it was situational, but when you get touch attack with every attack and you have a good BAB it is a little overwhelming.

This along with other playtests made me feel like the gunslinger needs to use monk BAB instead of Fighter.

Lantern Lodge

So this happened tonight....

Barbarian raging is hit by a Waves of Fatigue.... so does he fall out of rage or does he stay raging and just takes fatigue penalties?

Out of kindness(speed of gameplay) as DM I allowed him to continue raging and just take the penalties of fatigue but of course once out of rage he became exhausted...

So agree or disagree and state your reasons.... if there is no reasons then of course Rule 0 applies

Organized Play Characters


Master Basaalee Minvandu
Grand Lodge Triccio 'Trig' Petali

Male Human(Varisian) Bard 2 Percept +6, Sense Motive +6, Init +2 15 of 15 hp (323 posts)
Tweiford Shenk
Grand Lodge Timmon Gall

Male Human Monk Percept 7, Sense Mot 3 //Init +2 // HP 10/10 // AC 15 ff 13 T 15 // F +4 R +4 W +5 (+2 v Illusion) (150 posts)
Khabekh-Shu
Grand Lodge Yonas Amadi

Outlaw Android Operative // Init +5 Percept +5 SenseMotive +3 // F 0 R 6 W 2 (+2 v disease, mind-affecting effects, poison and sleep) // KAC 16 EAC 15 Stamina 7 HP 10 Resolve 5 (0 posts)
Android
Acquisitives Tofana

Outlaw Android Operative // Init +6 Percept +6 SenseMotive +5 darkvision (60'), low-light vision;// F 2 R 7 W 3, (+2 v disease, mind-affecting effects, poison and sleep) // KAC 18 EAC 18 ; Stamina 9/21 HP 22/22 Resolve 5/5 (331 posts)
Black Milk Mother
Acquisitives Ears

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3 (613 posts)
Saguaroi
Wayfinders Nalotrunos

Male vesk gladiator solarian 1 / Init +1 Percept +0 Low light vision SenseMotive +1 // HP 8/8 SP 8/13 RP 3/4 EAC 13 KAC 15 // F +3 R +1 W +2 // Move 30 BAB 1 (126 posts)
Kevoth-Kul
Exo-Guardians Burnham Kenyon

Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 4 (*check toughness) R 3 W 3 // KAC 20 EAC 22 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 20 Fly 20 (394 posts)
Sajan
Dataphiles Khwam Sinb

LATE Male Human Scholar Envoy 1 Init +2 Percept +4 SenseMotive +4 // F 0 R 4 W 2 // KAC 12 EAC 12 Stamina 6/6 HP 10/10 Resolve 4/4 (85 posts)
Meyanda
Dataphiles HFG-5-309

Scholar Android Mechanic // Init +5 Percept +5 SenseMotive +3 // F 3 R 5 W 0 (+2 v disease, mind-affecting effects, poison and sleep) // KAC 16 EAC 15 Stamina 7 HP 10 Resolve 5
Bot Me:
Move to stay out of melee. Fire with drone as often as possible.
(81 posts)
Gillman
Wayfinders Kadef

Male Kasathan Xenoseeker Envoy 3 | SP 24 HP 22 RP 4 | EAC 15 KAC 15 | F 2 R 4 W 6 | Init +1 Percept +5 SenseMotive +7(+1d6) Darkvision 60' in armor (308 posts)
Vesk
Acquisitives Thenither

Vesk Icon Mystic// Init +1 Percept +3 SenseMotive +7 // F 1 R 1 W 5 // EAC 13 KAC 15 // Stamina 7/7 HP 8/12 Resolve 4/4 // Speed 30 (104 posts)
Valeros
Wayfinders Telirix Sporestorm

Male Lashunta(Damaya) Envoy 10 Soldier 1 // Init +7 Percept +14 SenseMotive +14+ 1d6 // F +6 R +10 W +10 (+4 on fort for a variety of saves) // EAC 25 KAC 30 ; Stamina 89/89 HP 71/71 Resolve 9/9 (296 posts)
Rotrovio
Second Seekers (Luwazi Elsebo) in work2

Male Human Operative Init +4 Percept +4 SenseMotive +5 // F 0 R 5 W 2 // EAC 14 KAC 15 ; Stamina 6/6 HP 10/10 Resolve 4/4 (0 posts)
Quinn
Exo-Guardians Waverly Sayre

Male Human Mechanic 1 Percept +4 SM +0 // Init +2 EAC 15; KAC 17 SP 6 HP 10 RP 4 // Fort +2, Ref +4, Will +0 (32 posts)
Augmented Aethership Captain
Dataphiles Little Lendtech

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Man in Mask
Wayfinders Sovellis Ilphukiir

Male Elf Soldier 1 Init +3 Percept +2 SenseMotive +0 // F 2 R 3 W 2 // EAC 13 KAC 15 ; Stamina 7/7 HP 11/11 Resolve 3/3 (149 posts)

Aliases


Elf
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Amaryst Geil

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Chardak Bonereaper

Male Half-Orc Inquisitor of Gorum 2 (187 posts)
Baucrade
Construct Companion

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Damoc Oberigo

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Harrow Reading
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