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Rise of the Runelords VTT


Play-by-Post Discussion

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This is where we will discuss the game.

Cheliax

Hi, this is Iron Victory from the GITP boards. I'm interested in playing a ranger. I'm leaning towards archery but haven't decided yet.


Female Human Claric lvl 1

I will assume this is where it would be best to put my times.
As of now im running to groups one is being moved to Sundays 1:00pm-10:00pm the other group is Monday from 5:00pm-10:00pm.
Now that being said the DM already knows I stay up late I'm a stay at home day and a night guy. Now why he put im unsure of what to do with my cleric if ill just forces on healing or if the party feel im need to fill other role would like to talk to my other group members to find this out.


Female Human Claric lvl 1

Iron victory I think a archer will work nice we have some support (NinjaBob-Chewieroar(PF) bard,Down Comforter-summonerand me.) We also have 1 melee guy and mabye 2 seen on how the summoner build his pet.


I have a question for the group regarding the splitting of treasure:

How does everyone wish to do it?

My preference is even split with 1 extra share being used for group expenditures (such as a wand of cure light wounds or bags of holding).

Since there are 7 of us that means an 8way split.

- Gauss


Hi all,

Will be creating the sheet on Myth-Weavers and then will provide the link here.

Mondays and Tuesdays are my best days. The other days in the week won't work for me right now.

Monday 9:00 pm to 1 am EDT
Tuesday 9:00 pm to 1 am EDT

Hope these work. I'm really looking forward to playing in a campaign.

Almost forgot to answer Gauss' question. Splitting of treasure will ultimately depend on my character. Once I get a good feel for him it will be easier to decide on how he approaches the splitting of treasure. More than likely it will probably be an even split of coins. His view on magical items may differ.

Karmic


Any day is good for me.

My bard is about halfway done. Should have him up tonight or tommorow.


M Human Expert 3

Friday/Saturday/Sunday do not work for me. Otherwise, preferences are akin to Karmic Knight. I might have missed this, but how are we generating starting scores?


Down Comforter: we are using 20point buy.

- Gauss

Edit: My best day is mondays. I figured thats what we were signing up for initially anyhow. :)

Edit2: Here is the link to Uatu's post where he posted the location of the gameplay rule document.

Cheliax

I'm free any day after 5pm est but Tuesdays.

Working on my sheet, should be done tomorrow. I really like the Sable Company Marine Archetype, so I'm thinking a disgraced recruit who managed to steal a hippogriff egg/chick. (Since I don't get a mature one until level 4)

Too bad I eat nothing but negatives for the first 3 levels of the archetype though. C'est la vie.


Hey guys, this is Khantin from the GitP board.

My schedule is pretty open, I work 9-5:30 est mon-fri and I am starting indoor soccer on tuesday nights, and maybe dodgeball on sundays. Other than that, on weekdays I can guarantee that I will be available from 6 pm to until about 3 am est, weekends get sketchy. If I don't end up playing dodgeball then I can guarantee sundays too.


M Human Expert 3

Alright, Thom al'Nor is wrapped up. I'll try to add in his fluff this weekend, but for sure by Monday night.

Here's his stat block for an easy look over.

Stat Block:
Thom al'Nor
Male Half-Elf Summoner (Synthesist, Wild Caller) 1
NG Medium Humanoid (elf, human)
Init +1; Senses Low-Light Vision; Perception +4
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 11 (1d8-1)
Fort -1, Ref -1, Will +4; +2 vs. enchantments
Immune sleep; Resist Elven Immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger -1 (1d4-1/19-20/x2) and
. . Sword cane -1 (1d6-1/x2)
Spell-Like Abilities Summon Nature's Ally I (8/day)
Summoner (Synthesist, Wild Caller) Spells Known (CL 1, -1 melee touch, -1 ranged touch):
1 (3/day) Mage Armor (DC 16), Rejuvenate Eidolon, Lesser
0 (at will) Message, Light, Mage Hand, Read Magic
--------------------
Statistics
--------------------
Str 8, Dex 8, Con 8, Int 16, Wis 14, Cha 20
Base Atk +0; CMB -1; CMD 10
Feats Extra Evolution, Skill Focus (Use Magic Device) (Adaptability)
Traits Elven Reflexes, Heirloom Weapon (Proficiency) (Sword cane), Scholar of the Ancients
Skills Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +7, Perception +4, Spellcraft +7, Use Magic Device +12
Languages Common, Draconic, Elven, Giant, Thassilonian, Varisian
SQ Arcane Training, Eidolon, Eidolon Link, Elf Blood, Fused Eidolon, Fused Link, Share Spells with Eidolon, Weapon cord
Combat Gear Dagger, Haramaki, Sword cane; Other Gear Bedroll, Belt pouch (11 @ 5.5 lbs), Chalk (2), Eyeglasses, Flint and steel, Hammock, Loaded dice, Marked cards, Pocketed scarf, Soap (2), String or twine, Sunrod (2), Waterskin, Weapon cord, Whetstone, Wrist sheath, spring loaded (empty)
--------------------
TRACKED RESOURCES
--------------------
Action Points - 0/5
Dagger - 0/1
Fused Eidolon - 0/11
Summon Nature's Ally I (8/day) (Sp) - 0/8
Sunrod - 0/2
--------------------
Special Abilities
--------------------
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Eidolon Your eidolon is more natural and savage than normal.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Summon Nature's Ally I (8/day) (Sp) You may cast summon nature's ally of increasing level.
Weapon cord Attached weapon can be recovered as a swift action.


Female Human Claric lvl 1

Like your way of party splitting: 8 way but I'm not putting my foot down for it.
looks like i can stay focused on healing and party buffing will finish her tonight.


Female Human Claric lvl 1

Getting ready to DM last part of The Brinewall Legacy 3.5 way.


Female Human Claric lvl 1

Think shes done that being said think the party need to talk about whats they think we need. Been Gauss I mite work with him to rebuild her into what the party feel we need or i mite make a change to a wizard and he mite play the cleric.


Im a mite now? :D

To translate for Selene, I noticed we are very combat heavy and primary spellcaster light. Her current cleric build is a battle cleric.

As near as I can figure this is our current configuration:

Karmic Knight: Frontline Melee
Samantha Matthews: Combat Cleric
Iron Victory: Ranger Archer and/or Sable Company Marine?
Down Comforter: Summoner-Synthesist
Rokku: Monk or Magus
Gauss: Combat Rogue
NinjaBob: Bard

Only person who does not look like he is directly melee is NinjaBob (by virtue of not knowing what he is building).

I am currently playing a wizard in my saturday game. I loathe the idea of playing two wizards at the same time. However, I would willingly play a spell cleric or rogue.

The rogue is basically finished. I am sure we can survive without a wizard.

Selene: Play what you want (if you want wizard, play wizard, if you want cleric play that). If you play a wizard I will happily play a cleric. (My cleric will not take a lot of work to finish, I know clerics pretty well.)

- Gauss


I'd have to agree with Gauss. Play what you want. As a party we'll make due with the resources that each character can bring.

Btw I'll be starting as a fighter who will eventually shift into a paladin. Stats are basically done but I'm debating over what archtypes I want to play in light of the current party make up.

Karmic


Posted Availability so far. I spoke to Gauss offline.

Karmic and Comforter Tuesday and Monday 9pm to 1 am

Iron Victory any day after 5pm est but Tuesdays.

Khantin any day after 5pm est but Tuesdays.


I would love to play an arcane caster if the spot is open, wizard or sorc would be cool.


Female Human Claric lvl 1

I'll stay as is seeing shes done already and see how owner first game go's.


How long can everyone play on Mondays, and other days? If you have already post then disregard this message.


Monday: Dawn till dusk. Actually, about evening until 2am EST is probably good for me on mondays and wednesdays. Tuesdays, Thursdays and fridays are doable but I would rather not. Saturdays and Sundays are out.

- Gauss


Jahdrin's character sheet is complete minus his storyline. Also I didn't see a place for archtype. Jahdrin will be following the 2 handed weapon archtype for his fighter levels.


I would have just put it(the archetype) in brackets or parenthesis beside the class name.

edit:check your inbox


I will start checking character sheets today. If I have any questions or comments, concerning your character I will send them to your inbox. If you are not ready yet, then don't worry, there is no rush. I am just starting today so everyone has time to make any corrections.

If you are going to use summoned monsters then have the stats ready. I forgot to put that into the guide.

If any of you are available tonight I would like to go over a few things with you on roll20.

I don't know the expertise level of any of you as players so I will offer some basic advice as a player. I am not making demands, just putting ideas out.

Not in any particular order-General advice for any game.

1. Carry a backup weapon.

2. Carry weapons that do more than one damage type. An an example a morning start does bludgeoning, and piercing, while scimitars do slashing.

3. Try not to dump constitution(it is the only stat kills you).

4. Carry a ranged weapon--"But my character concept only believes in dying in melee"--Well that is nice, but the enemy that can fly will likely not share your belief in an honorable death by fistocuffs.

5. Try not to split the party

6. Perception checks are your friend. Yeah it is cool to watch the guy on tv kick the door in and charge in attacking, but in PF if the door is trapped bad things can happen.

7. Resource management is important. Casting spells for the sake of casting is not generally a good idea.

8. Know your class and its inherent weaknesses. Try to improve or remove them.

9. Don't be afraid to run away if you are getting your butts kick. The
dice gods are fickle, and when they starting handing nat 20's out to kobolds(insert other normally weak creature as needed), and nat 1's out to the party, even the best of us might fall.

10. Sometimes social skills will serve you better than a weapon will.

PS:There is actually a thread on this, but my search-fu is failing.


This brings up an interesting situation. What are the rules governing a PC death? Will re-roll and start at same level? Previous level -1? Etc?

As for point 4 even the aspiring paladin knows that it is sometimes better to withdraw (Jahdrin doesn't like the word retreat hehe)


You still start at the same level as the party. I may or may not alter the amount of wealth you come in with though if your character dies.


Male Human - Ulfen Cleric 1 of Desna

Well my cleric is mostly finished. Check this profile if you want an initial look. I will be putting it up on the website later.

- Gauss


The starting age category for your characters is adulthood. In other words no middle-aged, old, or venerable characters.


Gotcha. What time tonight? And sorry I haven't gotten you guys my character, I've been pretty sick.


How will you contact us for roll20? Just a post here? I just got set up on it today and have never used it before.

Also my character is mechanically done I'm just filling in fluff like... a name... and stuff.

Anyway lemme throw a statblock from Herolab up. Note that he uses material from Blood of Fiends, namely the Oni-blooded tiefling variant and the Armor of the Pit feat.

Spoiler:
Colin
Male Oni-Spawn Tiefling Monk (Martial Artist) 1
CG Medium Outsider (native)
Init +4; Senses Darkvision; Perception +8
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 15 (+2 Dex, +2 natural, +1 dodge)
hp 15 (1d8+2)
Fort +4, Ref +4, Will +6
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed strike +3 (1d6+3/x2)
Special Attacks Flurry of Blows -1/-1
Spell-Like Abilities Alter Self (1/day)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 12, Wis 16, Cha 5
Base Atk +0; CMB +3; CMD 19
Feats Armor of the Pit, Dodge, Improved Unarmed Strike, Monk Weapon Proficiencies, Stunning Fist (1/day) (DC 13)
Traits Goblin Watcher, Indomitable Faith, Reactionary
Skills Acrobatics +6, Appraise +2, Climb +7, Perception +8, Sense Motive +7, Stealth +6
Languages Common, Goblin, Infernal
SQ AC Bonus +3, Fiendish Sprinter, Prehensile Tail, Stunning Fist (Stun), Unarmed Strike (1d6)

--------------------
Special Abilities
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Goblin Watcher +5 to Appraise checks to determine most valuable item in a hoard.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Stunning Fist (1/day) (DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.


M Human Expert 3

Since my old age synthesist got nixed and we are lacking arcane support, I'll be switching over to a master summoner so we can have lots of support via minions.


And I just noticed I haven't spent any money. My final sheet will have gear on it, not that a monk needs much!


Just updating the current group configuration:

Not posted:
Iron Victory's Ranger-Archer?
Down Comforter's Master Summoner
Chewieroar's Bard

Posted (not necessarily finished):
Rokku's Monk (Colin)
Karmic Knight's Fighter (Jahdrin)
Selene's Melee Cleric (Selene Liadon)
My support Cleric (Folkvarthr)

I miss anyone?

- Gauss


M Human Expert 3

Oh, and I'm available tonight.


I don't remember what time I asked everyone to show up at roll20 tonight, but 11 PM works. It should not take more than 15 to 30 minutes to go over a few things.


If anyone wants to communicate with me realtime while we are not on roll20 here is my instant messenger: gauss_death2005@yahoo.com

- Gauss


Rokku wrote:

How will you contact us for roll20? Just a post here? I just got set up on it today and have never used it before.

Also my character is mechanically done I'm just filling in fluff like... a name... and stuff.

Anyway lemme throw a statblock from Herolab up. Note that he uses material from Blood of Fiends, namely the Oni-blooded tiefling variant and the Armor of the Pit feat.

** spoiler omitted **...

I missed this post.

This is the link to the test campaign.


M Human Expert 3
Watcher Uatu wrote:

I don't remember what time I asked everyone to show up at roll20 tonight, but 11 PM works. It should not take more than 15 to 30 minutes to go over a few things.

Is that Eastern or Pacific?


Down Comforter: His times are Eastern.

- Gauss


My character sheet

Note: still have some non-mechanics to deal with (height, weight, description etc).

- Gauss


just to be clear when you say 11 pm, you mean 11 (-5 gmt) right? Because some EST areas have daylight savings and I'm not 100% certain how that works out.


Khantin, are you playing?

- Gauss


I never actually got a firm response from the DM if I was or not. I thought that the first game was full and we were gonna see how it goes tonight etc.


Myself, I thought the 'below the line' post was firm unless slots opened up. Tonight is not the first night. Next monday is. Tonight is just the lesson on how to use roll20.

- Gauss


I am now busy on Tuesday nights, but otherwise available.


M Human Expert 3

Here's the new character sheet for Tellian

Stat Block (It's big):

Spoiler:
Tellian
Male Half-Elf Summoner (Master Summoner) 1
LE Medium Humanoid (elf, human)
Init +4; Senses Low-Light Vision; Perception +2
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 13 (1d8+1)
Fort +1, Ref +2, Will +2; +2 vs. enchantments
Immune sleep; Resist Elven Immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger -1 (1d4-1/19-20/x2) and
. . Sword cane -1 (1d6-1/x2)
Spell-Like Abilities Summoning Mastery I (8/day)
Summoner (Master Summoner) Spells Known (CL 1, -1 melee touch, +2 ranged touch):
1 (2/day) Grease (DC 15), Infernal Healing
0 (at will) Message, Mage Hand, Read Magic, Detect Magic
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 16, Wis 10, Cha 16
Base Atk +0; CMB -1; CMD 11
Feats Spell Focus (Conjuration)
Traits Diabolical Dabbler, Elven Reflexes, Scholar of the Ancients
Skills Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +7, Linguistics +7, Perception +2, Spellcraft +7, Use Magic Device +7
Languages Common, Elven, Giant, Goblin, Infernal, Thassilonian, Varisian
SQ Arcane Training, Eidolon Link, Elf Blood, Lesser Eidolon, Life Link, Share Spells with Eidolon, Weapon cord
Combat Gear Dagger, Haramaki, Lamellar cuirass, Sword cane; Other Gear Belt pouch (5 @ 1.5 lbs), Flint and steel, Loaded dice, Marked cards, Perfume/cologne, Pocketed scarf, String or twine, Weapon cord, Wrist sheath, spring loaded (empty)
--------------------
TRACKED RESOURCES
--------------------
Action Points - 0/5
Dagger - 0/1
Summoning Mastery I (8/day) (Sp) - 0/8
--------------------
Special Abilities
--------------------
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Diabolical Dabbler Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Lesser Eidolon A master summoner's class level is halved (minimum 1) for the purposes of determining his eidolon's abilities, Hit Dice, evolution pool, and so on.

The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoning Mastery I (8/day) (Sp) Starting at 1st level, a master summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. The summoner can use this ability when his eidolon is summoned. Only one summon monster
Weapon cord Attached weapon can be recovered as a swift action.

--------------------

Erastor
Quadruped
LE Medium Outsider
Init +6; Senses Darkvision, Scent; Perception +4
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 11 (+1)
Fort +3, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bite (Bite) +3 (1d6+2/x2) and
. . Claw x2 (Claws) +3 x2 (1d4+2/x2)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 15 (19 vs. Trip)
Feats Improved Initiative
Skills Perception +4, Sense Motive +4, Stealth +6, Survival +1
Languages Common
SQ Pounce
Other Gear Backpack (6 @ 11 lbs), Bedroll, Blanket, Sewing needle, Shaving kit, Soap, Waterskin
--------------------
TRACKED RESOURCES
--------------------
Action Points - 0/5
Shaving kit - 0/50
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Pounce (Ex) You can make a full attack after a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


Selene dropped out so that moves Fiddle Hixblitz up into the first game.

Instead of running two games with 4 people I will just add khantin. If I already have 7 the one more is not really going to matter. If people quit however I won't be bring in replacements unless it gets down to 5 people.


Guess it is a good thing I created a cleric. :)

- Gauss


One cleric for 8 people. Hopefully the master summoner's buddies can eat up some of those attacks. :)
That will be one crowded battlefield though. :)
"I can't charge. Get that rhino out of my way so I can get to the BBEG."

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