Big OM's Way of the Wicked (Inactive)

Game Master Big OM

It is good to be bad.


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Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

That is the best way for this AP... no xp track. Level with story. But we should still try to accomplish character wise.

I need to save up for Extend Rods =^^= x2

-Posted with Wayfinder


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

Hahahaha
At level 5 i believe we will have 2 dead characters.... and lose 1d3 days... awekward

-Posted with Wayfinder


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

So off screen. Those two had a wild and fun night

-Posted with Wayfinder


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Wow, I'm behind. Sorry about my own slow pace. I've been bad about it the last few weeks.

Unfortunately, I'm going to get dental work done soon and may not be in my best shape for the next few days so if you need to bot me, please do so.

but I'll try to get at least one post in so folks know I'm alive


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

Awesome :D

And goodluck with the dental thing!

-Posted with Wayfinder


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

1d5 + 5 ⇒ (3) + 5 = 8+1 for Con


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Okay, Randu is leveled up. I brought his con from 13 to 14 which should help him

And I hope to find a companion, a dog in this case. Given his background, having a hunting dog/war dog combo just makes sense to me.

GM, How do you want to handle his getting one? Frankly, I like the idea of him turning a dog on its former master as it finds new loyalty etc


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

HP: 1d4 + 4 ⇒ (4) + 4 = 8


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

1d4 + 4 ⇒ (3) + 4 = 7


Inactive

How are we doing HP again? I don't remember. Also, I may finally make a switch to two-weapon fighting, but it depends on whether there's a place in town to buy weapons.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

roll half your hit die + the other half and then normal modifiers.

I am leveled and ready to go. Will be spending the night with Vex so when Erodin and Randu finish the night we can move to the next day.


Randu, I like the thought, a bit like Mel Gibson in the patriot. I will find a dog for you to turn.

Erodin, hp as Drogan described.

I'm on a nightshift and will post more later.


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

Just to help... if your HD is 10 then 1d5+5. Or if its 8. Its 1d4+4... etc etc

-Posted with Wayfinder


Inactive

HP: 1d5 + 5 + 4 ⇒ (4) + 5 + 4 = 13 - leveled up. Trained out of two-weapon fighting (using the fighter auto-retraining) and am now specialized in greatsword smackdown.


Randu how are preferences on the status of the owner of the dog? Basically how high do you want to go?


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

I hadn't given it much thought to be honest. I picture either someone in the lower nobility or higher in the guard/military. Dogs of quality (in Randu's opinion) wouldn't be as likely among the average peasant's possessions. That's just a first thought on it though, I'm pretty easy going with owner you think makes sense.


Ladies and gentlemen you have arrived, your plans?


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

Set up ambush. Charm guard(s) then CdG the rest

-Posted with Wayfinder


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

So either we set up an ambush or we test Vex's skills. We can approach as the adventurers we are and seek to share there fire once they are set up. Vex can persuade the captain to share his bed, and when she deals with him we can deal with the rest. I'm good with either plan.


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

Vex will for sure go for that idea. ^^

-Posted with Wayfinder


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

It is higher risk for sure. either way if they suspect or find us out we will already be among them. Zull will be flying around invisible ready to support us.


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

A littlr bit of risk with a little bit of fun =^^=

-Posted with Wayfinder


Just so we are clear they have not arrived yet, you came before them.


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

I say we prep an ambush if my charms dont work? And if the catch her, we have a backup plan

-Posted with Wayfinder


Inactive

We definitely should give Vex a chance to work her charms.


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

I'm good with that


Post what you intend to do and we will see how it plays out.


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

This is just a reminder, every morning she casts "undetectable alignment" on herself. It lasts 24hr

-Posted with Wayfinder


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

Erodin. I just noticed youre still on lvl3. Quickly. Get to 4! =^^=


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

I should have prepared Alter Self, I could have joined you giving the commander a night of fun :)


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

Fun times

-Posted with Wayfinder


Inactive

I'm level 4 - just forgot to change the number.


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

Okay
Just thought id atleast mention it =^^=

Anywho. Night people

-Posted with Wayfinder


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

Fascinate if i have to.... i have a few rounds of it


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

Still shocked by the dice roll... sheesh.... anywho. Nice save there.

-Posted with Wayfinder


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

Just a heads up. at a con this weekend. Local VC so ill be running a few games and making sure all the PFS stuff is correct etc. So if i reply it may be short... if at all
=^^= //^^\\

-Posted with Wayfinder


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

I will use enrapturing performance. 16 rounds. Keep him facinated, while the rest finish off those still sleeping. If something happens, ill just charm him with a spell. Then make him give us everything he has before we end him too

-Posted with Wayfinder


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

That's not a bad plan. I'm good with it..err bad with it? This game gets confusing in its evilness ;)


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

Con is done. Will be more active tomorrow. Now i need sleep :P

-Posted with Wayfinder


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

Dont know if i mentioned this, but every morning, first spell she casts will be Undetectable Alignment. Lasts 24hrs.

-Posted with Wayfinder


No problem, they don't detect alignments, none are paladins or clerics.


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

Cant be too careful who you will meet during the day

-Posted with Wayfinder


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

there is no reason for us to form a tactical plans if your going to gloss over the rules and run things like this. Hearing a noise wakes you. It is dark you still have to perceive what is going on. Two of them may wake but they need to roll initiative to see if they can alert the others before things go off. If you wanted them to fight us openly then you should of just had them charge us to start all of this. By ignoring the rules and how the game mechanics work you have made us waste our time and planning.


Drogan I don't agree with your interpretation of events. My suggestion would be to roll two perception checks for the awaken Rangers and see what happens. I believe they have a small fire going so it is not complete darkness.


One of them made their perception in the game thread. I rolled the highest initiative for the Rangers and Varning so I believe he has the action needed to call out.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

So here is how it should go.

We sneak up.
Ranger makes passive perception and wakes up.
Surprise Round We act, Move or Standard action.
Then Initiative. Everyone rolls.
If ranger goes before us he can call out as its a free action but still takes and action and he needs a turn for it. He can then do anything else he has actions for. If we win initiative over him though The other 3 will get to CDG still as they would have moved in with their move action on the surprise round. Giving them a group initiative is fine in normal situations but doing it here destroys all plans. If he beats us in initiative then so be it, but it would not matter. As for my surprise action I would hold person him as he is the one that awoke. If he saves I would try again if I beat him in initiative. If this is the way things will be done we have little chance of taking down the keep as we can't do tactical plans for fear of GM fiat out of it.


I am not sure about that. Why do you receive a free surprise action when someone beats your stealth? I would think that the surprise action is in initiative order, then in initiative order?

More over as I wrote initially Erodin and Randu is to far away to just perform a standard action to attack.

So to sum up
You perform stealth
2 rangers beat the DC
1 ranger spot you
He takes the first surprise action then you
Now initiative order and round 1 begins.

Comments?


Drogan I do not agree with your assessment of me ruining your tactics. Should we talk this through during this combat but before the group plan the continued assault.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

They don't get a surprise round.

When a combats starts and you are not aware of your opponents and they are aware of you, you are surprised.

You are giving them actions they don't have.

I will concede on they heard us. Passive perception they hear an noise. Noise wakes them up. You don't know what noise is. You wake up look around. We were ready to strike. Surprise round goes off, I try to hold one, the others move into place for CDG. Initiative. They should be rolled separate. If one goes before us then sure they will awake the others. There is no way to stop two of them being awake, but only one would have made the check. The other got a 23-10=13. The stealth roll is made when I start sneaking I assume I was 10' away but there is no map so only one would have awaken.

No matter you seem set in not using the rules and letting the encounter unfold so lets just do this.


I missed that you had chosen to be more than 10 feet away during setting up camp.

The way I read the surprise and perception rules 2 rolls are not required.

On another note anyone awake even though not aware are not helpless at least not the way I read the rule on d20pfsrd.

But I agree, lets move on during this encounter. We just need to clear things ahead of next encounter. I am not going to use maps, I don't have the skills or time for that.

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