Ascension - Rebellion (Inactive)

Game Master bbangerter

Library Street


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Male Human Summoner 6 [ HP 60/60 | AC 16/12/14, Fort +4, Ref +4, Will +5 (+2 to all when within eidolon's reach) | Init +4; Perception +0 ]

I'm more of a CE guy myself, which goes the same way. I've always wanted to play an Antipaladin of Baphomet buuuuuuut no go as of yet!


male Human Monk(Sacred Mountain) | HP 50/50 | AC 17 Tch 16 FF 16 | Fort +5 Ref +7 Will +6 | CMD 22* | Init +5 | Perception: +10

Well, i understand why. I can swing a LE easier than CE without going all pvp. I have considered running an all evil campaign.


Male Human Summoner 6 [ HP 60/60 | AC 16/12/14, Fort +4, Ref +4, Will +5 (+2 to all when within eidolon's reach) | Init +4; Perception +0 ]

It's harsh, I tell you!

So what if I want to take the squishy wizard's cloak of resistance +4? It looks better on me!


male Human Monk(Sacred Mountain) | HP 50/50 | AC 17 Tch 16 FF 16 | Fort +5 Ref +7 Will +6 | CMD 22* | Init +5 | Perception: +10

Exactly the problem lol


@Mong
Stats, saves, skills look good.

Bleeding Attack feat isn't from the allowed rule books, so you will need to select an alternate feat here.

AC 19 = +3 dex +2 snapping turtle shell +1 natural armor (iron monk) +2 wis +1 AC bonus at 4th
Touch 16 = +3 dex +2 wis +1 AC bonus at 4th
Flat 16 = +2 snapping turtle shell +1 natural armor (iron monk) +2 wis +1 AC bonus at 4th

Also note that your Iron Limb Defense won't stack with your snapping turtle feats as both provide a + to shield bonus. Only bonuses to dodge stack with other dodge sources. So the only benefit you would get from Iron Limb is if you burned a ki point to change your total shield bonus from +2 to +4. If you are fine with that then no problem. Otherwise you'll probably want to select different feats.

On a side note, you can combine your ring of sustenance with a ring of prot +1 to give you +1 deflection bonus to all your AC types.


male Human Monk(Sacred Mountain) | HP 50/50 | AC 17 Tch 16 FF 16 | Fort +5 Ref +7 Will +6 | CMD 22* | Init +5 | Perception: +10

Ok np. Yeah i may look at different feats, and sorry, i just went off the www.d20pfsrd.com site, forgot to check the source. I will reconsider feats though.


Male Human Summoner 6 [ HP 60/60 | AC 16/12/14, Fort +4, Ref +4, Will +5 (+2 to all when within eidolon's reach) | Init +4; Perception +0 ]

Combine ALL the rings and make the most of what money you get given at the start before you are doomed to your vow of poverty!

And aww, GM so nice to give tips. :D

On the plus side, more loot for the rest of us!


Human Summoner (HP 54/54, AC 14/11/13, F+4, R+4, W+6 (+2 to AC and all saves if Puck is within reach), Init+1, Per+0)

If you are looking to be hard to hit have a look at crane style. You'll only be able to get the first two feats but the second one is very nice (one melee attack per round that has got past your high AC misses anyway).


male Human Monk(Sacred Mountain) | HP 50/50 | AC 17 Tch 16 FF 16 | Fort +5 Ref +7 Will +6 | CMD 22* | Init +5 | Perception: +10

I would say that mong is ready now, but well, we will see :P.

Had an incredinly hard time finding feats i liked, so i settled with: crane style, crane wing, endurance, deny death


@Mong, update your new AC values based on new feats selected, but otherwise you are good to go.


male Human Monk(Sacred Mountain) | HP 50/50 | AC 17 Tch 16 FF 16 | Fort +5 Ref +7 Will +6 | CMD 22* | Init +5 | Perception: +10

I did :P. I still had snapping turtle in the equation but the actual AC was correct :P


Human Summoner (HP 54/54, AC 14/11/13, F+4, R+4, W+6 (+2 to AC and all saves if Puck is within reach), Init+1, Per+0)

Looking good (:

Only niceties left.
-Your will save is correct in your stats across the top but not in the alias proper.
-Your AC will vary quite a lot so you might want to put in some of the more common ACs (I assume you will be dodging and fighting defensively a lot AC=21 and if you do't move as well AC=23 (1 ki swift action for either +4 AC or +2 AC and +2 CMD) additionally having your attack while fighting defensively calculated might be good.)
-I don't think you get the second ki from the favoured class until 8th lv and you might want to think about having favoured class give HP as you already have a large ki pool. (Feel free to ignore me on this you probably know better, I've never played a monk under pathfinder)


male Human Monk(Sacred Mountain) | HP 50/50 | AC 17 Tch 16 FF 16 | Fort +5 Ref +7 Will +6 | CMD 22* | Init +5 | Perception: +10

To be honest i have always been confused on fav class. It was only when i started playing pbp that it was really mentioned. So i always just go by what i can find. Although extra hp sounds MUCH better than extra Ki


Ifrit Street Performer [ HP 40/40 | AC 20/13/17, Fort +2, Ref +8, Will +3 | Init +9; Perception +2 ]

Looks like you're good to go then. Sad to see Improved Grapple go away. Join us in the game play before the day's end?


male Human Monk(Sacred Mountain) | HP 50/50 | AC 17 Tch 16 FF 16 | Fort +5 Ref +7 Will +6 | CMD 22* | Init +5 | Perception: +10

I decided deflect arrows would be more appropriate :P.

And whenever the gm tells me i can :)


You are free to start posting/role-playing in the game play thread Mong


male Human Monk(Sacred Mountain) | HP 50/50 | AC 17 Tch 16 FF 16 | Fort +5 Ref +7 Will +6 | CMD 22* | Init +5 | Perception: +10

Ummm... ok? So should i explain myself? Like how am i with the group?


Up to you how much role play introduction you want to do, though I assume you are going to have an opinion of some kind of 'acquiring' a supply caravan from the merchants :)


Ifrit Street Performer [ HP 40/40 | AC 20/13/17, Fort +2, Ref +8, Will +3 | Init +9; Perception +2 ]

The idea is, that you've (and all of us, independently-ish according to backstory) been more-or-less participating in the rebellion by down-talking the mageocracy up until now, when you've been discreetly invited to join the current situation. You and the other rebles were pulled aside from the rest, and given a mission. We're now speaking amongst one another about the methods we plan to use. The gameplay tab should be visible to you, but, here's a link.

Gameplay thread for the Rebellion

Once you make a post in it, you can go back to it by clicking your name and going to the campaigns tab. (link to it)

If that didn't answer your question after looking at the gameplay thread, please ask. On a side note, I am a bit worried as to Mong's offensive capability. If he's not hitting hard enough and literally not grabbing attention, they can just ignore him and wipe out the rest of the group. That's why I was sad to see Improved Grapple go away... but, I'll speak no more of it.


Male Catfolk Ranger (Skirmisher/Urban Ranger) 4/Rogue (Roof Runner) 2 [ HP 51/66 | AC 19/15/15 | Fort +6, Ref +11, Will +2 | Init +4 (+6 in Coran) | Perception +12 (+2 in Coran, +2 vs. Humans, +1 vs. Traps) ]

If it helps, Drewan can be the front-man for combat. He's got power attack and cleave, and almost full BAB, so he should be able to put out a considerable amount of damage...


male Human Monk(Sacred Mountain) | HP 50/50 | AC 17 Tch 16 FF 16 | Fort +5 Ref +7 Will +6 | CMD 22* | Init +5 | Perception: +10

I changed it back


Ifrit Street Performer [ HP 40/40 | AC 20/13/17, Fort +2, Ref +8, Will +3 | Init +9; Perception +2 ]

It seems to me that Jake, Rocosmia, Digger, and Dev all favor trying to use disguise and bluff to get the job done, and Drewan, Dev and Rocosmia want to have a sure-set ambush, while Digger is indifferent to that and Jake hasn't voiced an opinion on it. Given that tomorrow, the game officially starts, I hope pushing it along a bit is acceptable. If anyone doesn't care for this style of ... commandeering, I can cease such actions. I kind of like the idea of Rocosmia being a rookie tactical commander though.

heh heh heh...


Male Catfolk Ranger (Skirmisher/Urban Ranger) 4/Rogue (Roof Runner) 2 [ HP 51/66 | AC 19/15/15 | Fort +6, Ref +11, Will +2 | Init +4 (+6 in Coran) | Perception +12 (+2 in Coran, +2 vs. Humans, +1 vs. Traps) ]

I think that's an accurate picture of who's voting for what, and I, for one, don't mind you moving things along at all. I also don't mind some help when it comes to tactics...:-P


male Human Monk(Sacred Mountain) | HP 50/50 | AC 17 Tch 16 FF 16 | Fort +5 Ref +7 Will +6 | CMD 22* | Init +5 | Perception: +10

Mong just wants to stop the mages. lol He doesn't care how... WITHIN reason lol. He won't kill for it, unless he is attacked


Male Human Summoner 6 [ HP 60/60 | AC 16/12/14, Fort +4, Ref +4, Will +5 (+2 to all when within eidolon's reach) | Init +4; Perception +0 ]

@GM Oh, before I forget, I added a miniature shovel (10 gp) to my purchases. Just wanted you to know just in case you notice it mysteriously appearing in my inventory.


Ifrit Street Performer [ HP 40/40 | AC 20/13/17, Fort +2, Ref +8, Will +3 | Init +9; Perception +2 ]

Final adjustments have been made.

Equipment:
Bouncing metamagic rod (lesser) 3000 gp
Wand of cure light wounds 750 gp
Wand of Silent Image 750 gp
Acid 10 gp
Alchemical grease (2) 10 gp
Antiplague 50 gp
Smokestick 20 gp
Arrows (40) 1 gp (assuming 20 are free)
Blunt Arrows (20) 2 gp
+1 Chain shirt 1250 gp
+1 Buckler 1155 gp
+1 Composite shortbow (Str +2) 2525 gp
Masterwork Dagger 302 gp
Backpack (masterwork) 50 gp
Disguise kit 50 gp
Silk rope 10 gp
50 gp worth of jewelry
15 gp
Unlisted minor items (powder, tent, rations, whistle, etc)

Statblock changes:
New attributes (base):
STR 14, DEX 15, CON 11, INT 12, WIS 8, CHA 15
+1 CHA level 4 adjustment, +2 DEX, +2 CHA, -2 WIS racial
WIS change reduces perception to +2 and will save to +2.
STR adjustment accounted for bow value, damage, carrying capacity, CMB/CMD.
Dropped Arcane Strike feat, picked up Spellsong in its place.
Raised Acrobatics skill to 3, dropped Appraise and Sense Motive.
Added Efreeti Magic alternate racial trait, changes Burning Hands spell-like ability to Enlarge Person.


Ifrit Street Performer [ HP 40/40 | AC 20/13/17, Fort +2, Ref +8, Will +3 | Init +9; Perception +2 ]

If we're set with planning at the desert camp, we should be ready to actually set up ambush and scout the caravan? Banter during travel could be continued here while we conduct preparations and execute the ambush.


Ifrit Street Performer [ HP 40/40 | AC 20/13/17, Fort +2, Ref +8, Will +3 | Init +9; Perception +2 ]

Mouthing words without the girl understanding should be Bluff check if anything for sending a message that you want her not to understand, DC 15 (simple message). Anyone who can speak can mouth words otherwise. For reading lips, anyone with ranks in Linguistics can do so provided they can see the 'speaker' (according to SRD). In case the bluff check is needed, then receiving the hidden message is needed... Rocosmia succeeds even with a 1.


Human Summoner (HP 54/54, AC 14/11/13, F+4, R+4, W+6 (+2 to AC and all saves if Puck is within reach), Init+1, Per+0)

Given Jake has +15 in bluff so would also succeed on a 1 (:


Male Human Summoner 6 [ HP 60/60 | AC 16/12/14, Fort +4, Ref +4, Will +5 (+2 to all when within eidolon's reach) | Init +4; Perception +0 ]
Rocosmia Semvelo wrote:
Seeing Jake's message, she lets the doors lay open and steps back. We don't have time to be cleaning this up. A resigned sigh takes her, and looks to the others, whispering under the effects of Message. "Jake wants us to hide the bodies. But we don't have time to coddle her..."

Weeeell, technically, I could just summon Vower and he could clean up. Probably by dragging the bodies someplace and eating them. I'm still not sure if that puts me near the evil end of the alignment.

It's just a question of whether that's okay with the GM and whether Dev would want to do so in the first place, though he reasons that you all are probably going to see his partner sometime and it'd be better when it's not in the middle of battle. :P

But, yannow, seeing Vower would just panic the girl more.

Other options would be having Jake get his dogs to drag the bodies. But conspicuous blood trails and things aside, not actually seeing the corpses would be a move up.


As a human yourself commanding your eidolon to eat other people would fall into the evil category.


Male Human Summoner 6 [ HP 60/60 | AC 16/12/14, Fort +4, Ref +4, Will +5 (+2 to all when within eidolon's reach) | Init +4; Perception +0 ]

Yup, definitely evil. The whole thing with Vower is that he eats things. Sooooo.

*checks Rebellion's restricted alignments*

Neutral Evil? Dev isn't that much chaotic and True Neutral was my initial choice so NE isn't too far out.

GM okay with moving Dev to NE? What are morals anyway? Can't remember, amnesiac. Heh.


Human Summoner (HP 54/54, AC 14/11/13, F+4, R+4, W+6 (+2 to AC and all saves if Puck is within reach), Init+1, Per+0)

You could just get blankets and cover the bodies. Yes she'll know they are there but won't see them at least.


Male Human Summoner 6 [ HP 60/60 | AC 16/12/14, Fort +4, Ref +4, Will +5 (+2 to all when within eidolon's reach) | Init +4; Perception +0 ]

...Pfft, or that.


Dev wrote:

Yup, definitely evil. The whole thing with Vower is that he eats things. Sooooo.

*checks Rebellion's restricted alignments*

Neutral Evil? Dev isn't that much chaotic and True Neutral was my initial choice so NE isn't too far out.

GM okay with moving Dev to NE? What are morals anyway? Can't remember, amnesiac. Heh.

Oh certainly allowed here :). Just a matter if you want to make that choice.


Male Human Summoner 6 [ HP 60/60 | AC 16/12/14, Fort +4, Ref +4, Will +5 (+2 to all when within eidolon's reach) | Init +4; Perception +0 ]
GM Ascension wrote:
Dev wrote:

Yup, definitely evil. The whole thing with Vower is that he eats things. Sooooo.

*checks Rebellion's restricted alignments*

Neutral Evil? Dev isn't that much chaotic and True Neutral was my initial choice so NE isn't too far out.

GM okay with moving Dev to NE? What are morals anyway? Can't remember, amnesiac. Heh.

Oh certainly allowed here :). Just a matter if you want to make that choice.

Yup, moving to NE. \o/


Human Summoner (HP 54/54, AC 14/11/13, F+4, R+4, W+6 (+2 to AC and all saves if Puck is within reach), Init+1, Per+0)

A quick warning. I am away this weekend at a games conference, I should be able to post short replies in the evening but please don't let my slow posts hold up the game.


Ifrit Street Performer [ HP 40/40 | AC 20/13/17, Fort +2, Ref +8, Will +3 | Init +9; Perception +2 ]

Have fun \o/


Human Summoner (HP 54/54, AC 14/11/13, F+4, R+4, W+6 (+2 to AC and all saves if Puck is within reach), Init+1, Per+0)

It might be difficult but I'll try


Human Summoner (HP 54/54, AC 14/11/13, F+4, R+4, W+6 (+2 to AC and all saves if Puck is within reach), Init+1, Per+0)

Puck is a bit of practical joker. If you have ideas feel free to either let me know or feel free to just post for him in your post.

A couple of guide lines: his sense of humour is rather dark and would quite turn a man's head into a donkey's head if he could. While his practical jokes are often unpleasant he would never endanger someone life, at least not deliberately. I have based him very loosely off Puck in "a midnight's summer dream" for those who like Shakespeare.


Ifrit Street Performer [ HP 40/40 | AC 20/13/17, Fort +2, Ref +8, Will +3 | Init +9; Perception +2 ]

About Stealth and Attacks:
When an opponent is unaware of your presence or intent, you can make an attack against them flat-footed. The first attack will remove the flat-footed condition, and they will be become aware of you. However, if sniping from at least 10 feet and have successfully used stealth against them, you can make an immediate stealth check at a -20 to avoid being detected. Normally, you need cover or concealment to hide, but you can also create a diversion to hide using Bluff while in plain sight. Further, stealth can be used as part of any movement (not even move action) so long as you haven't ran or attacked in the same round, except when using snipe, when it becomes a move action itself (though it may be used immediately after the ranged attack, so it can be used in surprise round, I think). So in this situation, the bluff was unnecessary, and the stealth result is DC 10.


Male Human Summoner 6 [ HP 60/60 | AC 16/12/14, Fort +4, Ref +4, Will +5 (+2 to all when within eidolon's reach) | Init +4; Perception +0 ]

Bad news: my internet got disconnected and I'm not sure how soon I can have it back up. This means I don't have a stable connection so I'm no longer sure how often I can post, but I'll try to get on when I can. Feel free to bot me--Dev's being passive at the moment since he's not much interested in the detour we've taken. He'll avoid summoning Vower for now.


Male Human Summoner 6 [ HP 60/60 | AC 16/12/14, Fort +4, Ref +4, Will +5 (+2 to all when within eidolon's reach) | Init +4; Perception +0 ]
Rocosmia Semvelo wrote:
Does Dev use mage armor on himself or just his eidolon?

Just his eidolon. Though if he gets in a bad spot, he won't be averse to casting it on himself (or anyone else).


M Human (multi-ethnic) Rogue Charlatan 6

Who all is in on the message spell?


Human Summoner (HP 54/54, AC 14/11/13, F+4, R+4, W+6 (+2 to AC and all saves if Puck is within reach), Init+1, Per+0)

Each of us can do 5 targets, which is the rest of the party. So everyone could be although messages just go from or to the caster.


Ifrit Street Performer [ HP 40/40 | AC 20/13/17, Fort +2, Ref +8, Will +3 | Init +9; Perception +2 ]

Brief messages could very quickly be transmitted by any of the three with Message up. Jake, Rocosmia, and Dev should all have it, allowing them to send and receive from everyone, which works within 150 ft. Drewan and Mong will get a slightly delayed transmitted message from Digger if one of the three will convey it to them.


M Human (multi-ethnic) Rogue Charlatan 6

OK. Contingency plan. If the guards don't turn on the captain, Digger will tell the others to SAVE the guards and defeat us.


Ifrit Street Performer [ HP 40/40 | AC 20/13/17, Fort +2, Ref +8, Will +3 | Init +9; Perception +2 ]

How can this work for us? Doubtful they'll be pro-rebellion by being saved by us. Probably skeptical, the captain already called it a setup. Even if it does, what would they do with us after we've been put down? This would be a pointless sacrifice, since we can probably overpower them. Let's sacrifice the captain instead of us?


Male Catfolk Ranger (Skirmisher/Urban Ranger) 4/Rogue (Roof Runner) 2 [ HP 51/66 | AC 19/15/15 | Fort +6, Ref +11, Will +2 | Init +4 (+6 in Coran) | Perception +12 (+2 in Coran, +2 vs. Humans, +1 vs. Traps) ]

Does one of the folks that wanted to take the 'ruse route' want to fill the rest of us in on the plan at this point? Hardly anyone is actually *doing* anything, and at this point I don't know if I should kill the lieutenant outright, stand down, or switch targets (of course, then it's a question of to who? The Captain or nameless guard X?).


Digger's efforts have so far kept the caravan guards from jumping in - but this is an odd combat scenario.

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