Baldwin the Merciful's - CoT Campaign (Inactive)

Game Master baldwin the merciful

This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.


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Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal

Two Weapon Feint
Improved Two Weapon Feint could work.

Hate the number of feats needed to make twf viable.
That's why I usually do it with an Urban Ranger.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

That's why I need you guys to set it up... Magically, or otherwise... Team!


Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal

I am cool with that,

Me and Orsin both have High Intimidate and the Spell to make foes Shaken.
It's pretty much on every attack.

Befuddling Strike and Offensive Defence would help


Evil GM
Daniel Arrisen wrote:


Then you need to get Power Attack/Cornugon Smash/Dazzling Display/Shatter Defences.

This combo means you auto SA when you move (you power attack with Cornugon Smash to Intimidate)

NOW. This means foes you hit are Shaken/Sickened and Flat Footed.
You get to SA EVERY hit with no flank required.

You need to use the combat feat talent and regular feats to get the combo by 7.
Then you basically SA all the time. The OFFENSIVE DEFENSE talent really ups your AC.

Doesn’t work for this game cause Baldwin has banned Cornugon Smash.

And you wonder why it's banned??? SA EVERY hit.


Evil GM

Pretty draining day...I think I'll take night off.

I'll get some posts up in the morning though.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Glad you got there safe.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

So Gerard is up next it seems. get flipping over here so we can cover each other.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Moi? No, there's someone/something else... "Say hello to my little friend..."


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Going to stab the one you are near?


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

No, my snookums isn't on the map yet. I'm in a very circumstantial situation.

I need him to come out, miss a perception test... Be flat footed to me, then I try to unload on him. While the three bowmen, F me up some more.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

I think it is better to just get over with us.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

If he's not flat footed, that's probably the best thing. Agreed.

Gerard takes... risks.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Well it really depends. You are planning to sneak attack someone but the best way to unleash the SAs are in conjunction with other party members who can soften up/finish off the target. We need to get rid of the crowd around us for the best outcome IMO.

Perhaps when Baldwin's Up From Darkness game ends, we can see if one of them would like to hop over here.


Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal
baldwin the merciful wrote:
Daniel Arrisen wrote:


Then you need to get Power Attack/Cornugon Smash/Dazzling Display/Shatter Defences.

This combo means you auto SA when you move (you power attack with Cornugon Smash to Intimidate)

NOW. This means foes you hit are Shaken/Sickened and Flat Footed.
You get to SA EVERY hit with no flank required.

You need to use the combat feat talent and regular feats to get the combo by 7.
Then you basically SA all the time. The OFFENSIVE DEFENSE talent really ups your AC.

Doesn’t work for this game cause Baldwin has banned Cornugon Smash.

And you wonder why it's banned??? SA EVERY hit.

Agree it's a powerful combo.

But NOTHING compared to a Deadly Stroke Challenge Hit from a Samurai.

Plus he has to hit in the first place (3/4 BAB and not inherent buffs)

I can make a TWF Ranger with core only that will make a rogue cry.
Spells, Full BAB, better saves, Animal Wolf flank trip buddy.

The rogue combo is nice but certainl.....Never mind. If I wanna rant on rogues I'll do it in the Advice threads.
Gerard is a decent twf/thrower build.
But if he wants to get SA heaps, he'll need help.

Daniel will flank as often as possible to help but I'll see what else He can do to help.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Are you guys fighting over me? I'm blushing... :P

During char gen, I specifically "gimped" Gerard, so as to assist (and need assistance) so that I didn't step on any established character toes.

He's also build as more of a recon rogue. He stealths and gets the drop on folks he comes across (surprise round), hopefully winning INIT.

In a melee, he'd position himself to take advantage of the others in the group.

With a full round against a flat-footed (wins init) or flanked opponent:

Melee = 2 Attacks, each 1d4+1+5d8 (if he connects, +5 to AC)
Short Range = 3 Attacks, each 1d4+1+5d8

But, he relies on buffs/debuffs... as his BAB isn't so great.


Evil GM
Gerard Nisroc wrote:
Moi? No, there's someone/something else... "Say hello to my little friend..."

You can't forget Maglin...he has a few special treats for you all.


Evil GM

I will also say that I asked Gerard not to totally overpower Gerard in his 8th level build and equipment. You know its that keeping things somewhat balanced that I like to do that crushes some of the fun. :-)


Evil GM
Andrea1 wrote:


Perhaps when Baldwin's Up From Darkness game ends, we can see if one of them would like to hop over here.

Gerard is the only one who has shown he can keep up the pace from that game.


Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal

Bloody Cowboys lost the rugby league again.

Bed time.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Awake, will be at work in an hour but can check in now and then.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Notice how the dice shun me...


Evil GM

A draining day today at hospice. Mentally burned, I'll get a post up in the morning.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Aren't all days at the hospice draining?


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Take care of yourself, Baldwin.

Perhaps we should check up on Planar Ally spells. Andrea can summon some from Calistria's domain.

1.Threv. Shapechanging sorcerer who likes poison and ranged magic.
2.Velvet Wing. Succubus type being who specializes in seduction
3.Tordurbar. Chaos Beast.

No stats though for them. :(


Evil GM

I'm not sure how much I'll be online today but at least those with actions remaining can post their actions.

I'll try to update again this evening.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22
Andrea1 wrote:
Doign a bluff check can make them flat-footed I believe. Get IMproved Feint.

Was looking into this. I believe it takes away Dex to AC, but does not make them flat-footed. At least not a rogue.


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5

Isn't 'flat-footed' just short-form for "whenever you're denied your DEX bonus to AC"?


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Flat-Footed

A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character loses his Dexterity bonus to AC and Combat Maneuver Defense (CMD) (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or Uncanny Dodge class ability.

Characters with Uncanny Dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat.


Evil GM

It's a travel day so I won't be posting today. I look forward to vegging out tomorrow and posting.


Male Half-Orc Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34
ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal

Ok. Bed for me.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

It's getting... cozy in here.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Ceerazzzeeee


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Hubby keeps 'borrowing' my laptop since his is fried and his new one won't be here for a couple weeks. So I won't be on too much this weekend. Doing a lot of book reading. :)


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Got Bioshock 1 to play through. I am already spoiled but still want to play.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Sorry, might have missed it... Is Orsin's performance audible or visual?


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Audible


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Can you take a Move Action of 5ft-Step and ready your Standard or Full Round Action?


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5
Andrea1 wrote:
Audible

But, truth be told, I should really get into burlesque dance in case we need some silent motivation.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

G-String!


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Moonwalk, Thriller and/or Vogue. Strike a pose...

Electric Slide, The Macarena or... Gundam Style!


Evil GM

Orsin is an electric slide kind of guy.

I'm back in town give me some time to get a few things together.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

For the record, you asked me not to cheese out with a power build. Then, these people have +17s, without buffs? They need a 5-6 to hit?

Sorry I couldn't last guys.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Sorry, if it is a standard action how does he attack with rapier AND dagger?


Evil GM

TWF


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

TWF is a Full Round action, I think... not Standard.


Evil GM
Gerard Nisroc wrote:
TWF is a Full Round action, I think... not Standard.

I don't believe so.

TWF:

Two-Weapon Fighting (Combat)

You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.

Prerequisite: Dex 15.

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

Pathfinder Core Rulebook pg. 184 wrote:

Multiple Attacks: A character who can make more than one attack per round must use the full-attack action (see Full-Round Actions) in order to get more than one attack.


Evil GM

Damn missed that...we've been doing TWF with standard action at my table top game for years. Was that a Paizo change?

Knock the dagger damage off then.

Add +2 on the attack. I missed his critical on the rapier...improved crit rapier but the 17 he rolled as crit possibility.


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

So, he's got BAB +8... And you're just out to kill Gerard?


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Levels of enemies get boosted up here. Don't know what the levels were originally but +2 woudn't be surprising.

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