Baldwin the Merciful's: Razor Coast (Inactive)

Game Master baldwin the merciful

The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.


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Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
baldwin the merciful wrote:
AC, saves, Init., Perception, Current HP/Total HP, CMB/CMD next to your avatar. This, generally, makes my job easier for tracking.

GM - I put all those things on my sheet when I made the character. For some reason they're not appearing on the page, but I don't know why. It may be the formatting is a problem since I tried to "bold" the headers, so I'll check that in a minute.

Meanwhile, via the combat:

Right now I think we're all waiting for Astiana to post because of initiative?

She posted her action earlier last night when she was on - (via an illusion, I think). Question: Does posting an action early when we're here on the boards not count unless it's formally in our initiative order? In other words - because she posted before Darius when she was on last night, does that mean we have to wait for her to formally post it again in formal order?

The thing is I'm able to post for a bit now via my actions, but I will be leaving in a little bit because I have a mountain of errands to run this morning.

That being said, if I don't get to act on my initiative order before I have to leave, is it possible that you can pause the combat until after I get back from my errands later this afternoon?

I realize you like to keep the initiative person-by-person; but I'd rather not by NPC'd unless needed. I don't know what my action is yet until after I see what the enemy does; however.


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Dirk,

you need to put all those stats in the same line that says 'Male Human Bard: A (2); Ranger etc


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Adriel Mistleaf wrote:

Dirk,

you need to put all those stats in the same line that says 'Male Human Bard: A (2); Ranger etc

"I am so smart, I am so smart - S-M-R-T... I mean S-M-A-R-T!" - Homer Simpson

Thanks! I just fixed it now :)


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

AFK for about an hour or so. Kids are trying to escape the house with loaves of bread. So I better go ahead and walk them down to the duck pond if I want any peace this morning.


Evil GM
David "Dirk" Hawkins wrote:
baldwin the merciful wrote:
AC, saves, Init., Perception, Current HP/Total HP, CMB/CMD next to your avatar. This, generally, makes my job easier for tracking.

GM - I put all those things on my sheet when I made the character. For some reason they're not appearing on the page, but I don't know why. It may be the formatting is a problem since I tried to "bold" the headers, so I'll check that in a minute.

Meanwhile, via the combat:

Right now I think we're all waiting for Astiana to post because of initiative?

She posted her action earlier last night when she was on - (via an illusion, I think). Question: Does posting an action early when we're here on the boards not count unless it's formally in our initiative order? In other words - because she posted before Darius when she was on last night, does that mean we have to wait for her to formally post it again in formal order?

The thing is I'm able to post for a bit now via my actions, but I will be leaving in a little bit because I have a mountain of errands to run this morning.

That being said, if I don't get to act on my initiative order before I have to leave, is it possible that you can pause the combat until after I get back from my errands later this afternoon?

I realize you like to keep the initiative person-by-person; but I'd rather not by NPC'd unless needed. I don't know what my action is yet until after I see what the enemy does; however.

I just posted the result of Astianna's actions. I run with the action posted regardless of when she posted.

With time zone, work schedules and waiting for people to post that will bring the game to a death crawl. That is probably one on the reasons why most of the 3900 + PbP games fail before post 500. PbP is not a perfect system to get he exact action the player may want. I do work the best that I can to thematically keep in the spirit of desired action.


Evil GM

I need to run to my office, I'll check back soon.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
baldwin the merciful wrote:
With time zone, work schedules and waiting for people to post that will bring the game to a death crawl. That is probably one on the reasons why most game of the 3900 + PbP games fail before post 500. PbP is not a perfect system to get he exact action the player may want. I do work the best that I can to thematically keep in the spirit of desired action.

Again, I don't want to come off as rude since I'm the new guy to the party; but I've done some GMing for a while on PbP and I've noticed it's a different animal then standard Pen and Paper games and a lot of the rules/variances just don't work the same for PbP as they do for Pen and Paper.

I've noticed that things like group initiative nerfs things like Improved Initiative and other specific bonuses for being faster and earlier initiative; but it does make combats go a lot quicker in general In this case if our party won the "group initiative" last night then it would be "the good guys turn" we are able to post all our actions as soon as we're on the board.

Of course, if the enemy won their "group initiative" last night as Gm you could have posted all the actions of the enemy en masse; then (since the bad guys went and its the good guys turn) as GM you can instantly toss up the actions of the "good" NPC's right after the action. When we had woke up this morning we could all take our actions as soon as we saw the board. And of course, if someone in the party hasn't posted their combat action (albeit in first come, first serve order) by the end of the evening, then they get NPC'd pretty quick.

But again; I'm new to this group and I don't want to seem pushy; I'm just offering a suggestion for consideration is all. I hope it doesn't sound rude to mention it twice, but right now I'm just trying to understand how combat works in general so that I know for the future and I don't cause complications down the line. I hope that's okay and it doesn't seem rude/pushy? Texting always seems a bit harsher then I mean it to, so I'm sorry if it comes off that way - it's definitely not my intention.

Meanwhile - via the marines action/save; did they all make their saves, or just the group in white/yellow?

Also - is the hatch on grid A/B:0/1 something we can stand on, or is it considered "Difficult Terrain"? And regarding any Difficult Terrain - is it something I even need to ask in the future, or will you be providing a standard "heads up" on it?

Finally I'm going to have to spend some time later today to create a S.O.P. for Dirk's combat actions in the future; right now I'm still trying to learn the style of combat from my companions. But I should have something like that up soon by the end of the day I hope :)

FYI - I enjoy the pacing quite a bit, actually. It's really fun.


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Sorry on the ready action thing: got home from the movie and put my post up real fast before bed. If I can draw my weapon as they lower the planks, though, my action will stand. If not, I'll need to adjust.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge

Okay - got to go; I should be able to toss up an action later this afternoon after I see the marines action.


Evil GM

Dirk I understand your position and I don't take it personally. Every GM has their own style that works for their games - I'm sure you do to - the method that I have works for me. I really don't recall it being an issue in the two plus years that I've run games on the board. Very rarely do combats get bogged down with my method and sometimes players get DMPC'd. As the combat spoiler reflects I give the players every chance to play their character but not at the expense of game flow or other players.

This particular battle was to designed to give everyone a chance to see how the game flows, and how battles are conducted. It's not going to be an overly complicated by spellcasters or out of the scene enemies firing at the PCs. I want everyone to get acclimated to the game, combat, and flow.


Evil GM

The hatches are not difficult terrain and do not impede movement. Stairs require 10 foot of movement per hex.

-----
Darius in the time that the captains were discussing you would have been able to get the glaive out. Basically the announced they were boarding and you get it out, so you have your full round 1 action

Astrianna as the captains were discussing matter and you heard the boarding comment you would be able to get spell ghost sound off. The second spell silent image is RD 1 standard action.

I believe I've answered everyone's questions.


Female (But to all appearances dresses and acts male). Half-Elf +2 Init / Perc +12 / +5 Mel / +6 Rang / +7 Scim / AC: 17/15 f_f/12 tch Expert (Merchant Sailor) 1/ Aquatic Druid 5 39/39 HP

Here- glad to see I'm not as far behind in posting today as yesterday morning :)


Evil GM
Sath Saltblood wrote:
Here- glad to see I'm not as far behind in posting today as yesterday morning :)

I slowed thing up a bit to clarify some of the mechanical issues and questions.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Makes sense to me!

Baldwin, I wanted to talk to you about Illusions, because I'm probably going to be using a lot of them, and I'd like to be clear on your interpretations so we don't have to discuss them every time I cast a spell.

Important rules to note:

Pathfinder Core Rulebook wrote:

Saving Throws and Illusions (Disbelief): Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.

A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.

A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus. Source

First- The Figments Subschool. So my question to you will be in the form of hypothetical situations. In a field, I create a Silent Image rock. A group of soldiers walk by- when do they get a will save to disbelieve it?

My interpretation is as follows:

A)They see the rock, but get no saving throw. It's just a rock.
B)If they fired an arrow at the rock, they get a saving throw. Rocks don't usually absorb arrows.
C)If they try to sit on the rock, they fall through and automatically disbelieve the illusion

Situation #2- I create a ghost sound of a dragon's roar. A group of soliders hear it.

A)They all get a will saving throw- Ghost Sound, by itself, has no way to be "interacted" with other than hearing.

Situation #3- I create a Silent Image of fire, and a group of soldiers walk by.

A)They see the fire, but get no saving throw. It looks like fire.
B)They get closer- they hear no sound, feel no heat, smell no smoke. Get a saving throw to disbelieve.
C)They throw a bucket of water on the fire, and nothing happens at all. Automatic disbelief.
D) They touch the fire, and nothing happens. Automatic disbelief.

Situation 4#- I create a Programmed image of a fire, and soldiers walk by.

A)They see the fire, and get no saving throw. It looks like a fire.
B)They get closer- they hear the crackle of the fire, feel its heat, and smell the burning smoke. No saving throw, why would they disbelieve it at this point?
C)They throw a bucket of water on the fire, which I have programmed to give off illusionary steam when it comes in contact with water- they get a saving throw to disbelieve, because they have interacted with it.
D)They jump in the fire and nothing happens. Automatic disbelief.

What would your interpretations of disbelief be in these situations? When does disbelief begin? I see it as the more believable an illusion, the harder it is to trigger the disbelief in the first place.

If your interpretation is illusion (figment) = saving throw no matter what, that's fine, I just need to know.

Now, Glamour Subschool- Glamours change the appearance of things such as Disguise Self. It specifically says in the spell that you must interact (touch, hit, lick, sniff, whatever) with the created illusion in order to get a will saving throw. Galmours specifically say what triggers the will save, which makes them less open to interpretation.

The patterns, phantasm, and shadow subschools are also more like normal spells, and are subject to will saving throws when they are seen.

Also, a note on something I did wrong with my sea serpent-

Skip Williams wrote:
If you create the image of a creature with a figment spell, you usually can make it move around, but only within the spell's area, which usually isn't mobile. Source

So I could make a 160 foot long sea serpent 560 feet out, but it stays in the spot it was made/can move within those squares. I should have made a 160 foot long sea serpent coming up from the ocean in front of the ship, and look all threatening.

Thanks for reading the wall of text. This is my first time with Illusions, they're quite interesting!


Evil GM

Astrianna Sparacello - I will review your question this evening. the best thing you can do is post links to paizo authority for guidance/consideration, FAQ, book citation(s), designer comments and message board comments. Obviously errata sheets or official comments are important.


Female (But to all appearances dresses and acts male). Half-Elf +2 Init / Perc +12 / +5 Mel / +6 Rang / +7 Scim / AC: 17/15 f_f/12 tch Expert (Merchant Sailor) 1/ Aquatic Druid 5 39/39 HP

Anyone have any fire? We could always ignite the web spell with them in it...


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

I have Spark, Burning Hands and Alchemists fire. ;)

Spark is under-rated, you can cause quite a bit of trouble with it.


Evil GM

Astrianna regarding your illusion based questions:

One rule you did not include is the Perception skill: Action: Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action.

So, if the soldiers are using a move action to intentionally search the area that will trigger a saving throw since they are studying or interacting with it in some fashion.

A quick example: You decide to create the illusion of a false wooden wall a on ship to hide behind (using silent image). Someone comes in and spends time visually searching (obviously touching would reveal the false wall) and they spend a move action on a perception check, they are going to get a saving throw because they are studying or interacting with it.

Scenario 1: I generally agree given that factual scenario. I say generally because the size of the rock and the environment (there may be other considerations) may play a factor, which will have the creature a make perception check or otherwise study it or interact with illusion. The caveat being the saving throw rule states: “Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory…” The key word being “usually” , some situations may call for the saving throw. Context of specific situation can be important and how the illusion fits, the environment could be a factor.
Note: There are also creatures that are immune to that type of illusion or may have some other means or sense that can come into play.

Scenario 2: Correct.

Scenario 3: In the fire scenario there are other factors to consider: distance, environment, and senses. There is higher probability of perception check to be needed than in the small non-descript rock scenario. Fire has heat, cracking/popping sound, smoke, and smell. Fire is generally going to cause the creature to look at it and study it if not interact with it – especially if it is out of place/context.

Scenario 4: I generally agree. Again, there could be other factors/contexts that trigger a saving throw, like previously mentioned.

Spend some time and pull FAQs, rule interpretations, and discussions. If there are rulings on these issues I will consider those.


Evil GM

I'm going to hold off for a hour or so, before taking the yellow marines actions. This will give Adriel some more time (I'm surprised he didn't post already).


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Baldwin: Thanks for the analysis. I completely forgot about the Perception action, thanks for reminding me. It sounds like we're in the same mindset, especially about out of context illusions/the usually bit.

Here's to many illusions in the future! (and less successful saving throws)


Evil GM

Nearly everyone, myself included, forget that perception can be a move action. Instinctively, we lump perception all in a reactive category.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge

Does a reactionary Perception roll incur the same penalties for distance that a focused Perception would (as in - staring at an item carefully for the time of a Move Action).


Evil GM
David "Dirk" Hawkins wrote:
Does a reactionary Perception roll incur the same penalties for distance that a focused Perception would (as in - staring at an item carefully for the time of a Move Action).

Great question, I think you would apply the perception modifiers on the skill table.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Is maptools a free download somewhere? I am trying to figure out how to make maps. :)


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CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Maptool Download Page
Enjoy, Embrianna! There used to be an incredible free gallery on RPTools, but it got lost around a year ago.

There are plenty of places on the internet you can find free map assets though, like the Dundjinni forums


Evil GM

If you find any cool ships, especially with multiple decks let me know. I've already mined the ones over at dunjinni.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Ooooohh, awesome, thanks. :)

And here after Baldwins last comment I just thought that Dundjinni was another GM or something around here. :)


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4
baldwin the merciful wrote:
I'm going to hold off for a hour or so, before taking the yellow marines actions. This will give Adriel some more time (I'm surprised he didn't post already).

You should be surprised cause I DID already post. I think you must have missed it. Lol.

Unless someone puts out my flaming sphere next round I'll use it to set those in the web on fire.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
baldwin the merciful wrote:
If you find any cool ships, especially with multiple decks let me know. I've already mined the ones over at dunjinni.

If it helps, I’ve found it’s easier to take an image still shot of a set of deck plans that you have and save it as a Jpeg image (like a google search on ship deck plans). Once you save it as a Jpeg you just upload the image in the background when you “Create your own Map” and drop the coordinate grid on top of it and away you go.

For example, in this combat map I used the Age of Empires map designer to create the combat map at the beach. Here’s an example: here.


Evil GM

I was grumbling knowing you usually post early.


Evil GM

That is pretty cool shot. I have several main decks and a few whole layouts. I'll have to do a google search.

I jpeg and/or png images all the time.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge

Hey guys, I'm off to work. I hope things go okay while I'm gone - see you when I get back (should be in about 8 hours or so)!


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

No worries.
8.30pm here. I am around for a few hours.


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

You guys should be starting to see my tactic for melee.

I can use my swift for ARCANE POOL. but since my weapon is masterwork any way it doesn't add much yet. At level 5 I'll use ot for +1 flaming or frost.

When in melee I can use my familiar to charge in with SUDDEN SWOOP to enter an enemy space and AID ANOTHER to but my hit by +2.
Or
If I need to move I can use ACROBATICS and the my Daredevil Boots grant +2 to attack.

If I have to move I will usually SPELLSTRIKE as a standard action.
If I don't have to move I will SPELL COMBAT with a spell.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

I certainly noticed, that was a whole lot of +'s!


Evil GM

By the way and Adriel knows this from other games, I don't necessarily target familiars or companions, but if the PC chooses to make them active in combat, they are fair game.

You are starting to see how I run a game, the pace will ebb and flow but my games consistently have 30+ posts a day. It's not fluke, this is why I asked most, if not all, of you about your posting. I like quick paced game or I get bored. My battles run pretty quick even when there are multiple enemies. This type of activeness may not suit everyone that's ok, now would be the time to let me know.

A word of warning: I something at the end of the month and the first few days of August that will limit my posting. I'll give you notice when that happens.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Adriel Mistleaf wrote:

You guys should be starting to see my tactic for melee.

I can use my swift for ARCANE POOL. but since my weapon is masterwork any way it doesn't add much yet. At level 5 I'll use ot for +1 flaming or frost.

I may be off base here, but if you use Spellstrike with a touch attack Cantrip, wouldn't that allow you to make 2 attacks every round on this level? Cantrips themselves may not be that great, but two attacks a round at a -2 penalty each (considering your base attack modifier) means that's pretty good.

It allows you to make one standard attack, and one "Free" attack with Spellstrike on top of it - I may be wrong though, but I think as long as you have the chance to do a Full Attack you could be doing 2 attacks a round every round - possibly more - just with Spellstrike. But I may be wrong...


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

You are absolutely correct.

I normally use the BRAND spell for this purpose. But it only works when you use SPELL COMBAT which is a full full attack.

I haven't done so THIS battle yet because I have needed the move action for either tumbling or controlling the FLAMING SPHERE.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Adriel Mistleaf wrote:

You are absolutely correct.

I normally use the BRAND spell for this purpose. But it only works when you use SPELL COMBAT which is a full full attack.

I haven't done so THIS battle yet because I have needed the move action for either tumbling or controlling the FLAMING SPHERE.

Cool! Okay, just curious how it worked because I've seen what a Magus can normally do on level 4 in other games and I was surprised that you weren't opening up the hurt locker on them :)

Anyhow, I've moved to aid you (for what it's worth) so we'll see what happens next.


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4
Astrianna Sparacello wrote:
I certainly noticed, that was a whole lot of +'s!

Yup.

1d20+
6 (bab/str)
+2 (familiar using Aid another to up my attack)
+2 (flanking)
+3 (shocking grasp grants +3 to attack a foe in metal armor)
+1 (Embrianna inspiring courage)

The whole arcobatics+daredevil boots trick I learned off Gerard, who was our Rogue in our COT game. I HATE ROGUES, but Gerard was a good player and I learned about this item from him.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Adriel Mistleaf wrote:
Astrianna Sparacello wrote:
I certainly noticed, that was a whole lot of +'s!
I HATE ROGUES, but Gerard was a good player and I learned about this item from him.

I can see why you might hate rouges, but surely you have no issue with a scoundrel, right :)


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Are the circled foes asleep?


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Circled foes in the water are asleep.
The circled one on the boat is dead.

Baldwin, I'll leave the sphere on the bridge, hoping it will burn the plank.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

I'm not the one inspiring courage :P


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Embrianna wrote:
I'm not the one inspiring courage :P

Well, not formally inspiring the courage - but who knows? Maybe Adriel finds you naturally inspiring :)


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Well, we shall just have to wait and see what I can inspire in you guys later...


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

So there is how a RIME FROSTBITE ENFORCER combo goes.

This is Adriel's main spell combat choice.
It has a potential HUGE payoff but requires
1. Actually hitting
2. The target not be immune to NONLETHAL damage. The bonus damage of 1d6+cl in damage is as good as smite BUT usually meams foes are Knocked out rather than killed.
3.The demoralize check has to succeed or no Demoralize.

Adriel wins fights by debuffing the crap out of enemies. Attack power is high but accuracy/reliability is low.
Doesn't work on Undead or foes immune to fear.
Against foes like that? FIREBALL.


Evil GM

You can see why most games ban the magus class. The balance tips quickly especially when compared to other builds and enemies. Walking the line of challenging one or two players while not overwhelming others becomes crucial.

----
yes, the circles are asleep or dying state.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Embrianna wrote:
Well, we shall just have to wait and see what I can inspire in you guys later...

You had me at - a black pirate's hat with a pink rose in it ;)


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:
baldwin the merciful wrote:

You can see why most games ban the magus class. The balance tips quickly especially when compared to other builds and enemies. Walking the line of challenging one or two players while not overwhelming others becomes crucial.

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yes, the circles are asleep or dying state.

Oops. I should probably shoot at the ones not sleeping then. I don't know why I didn't realize the circled ones were under some kind of effect.

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