DM Feral's Player's Choice
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Feral
Current Combat Map
Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]
Half+1 (which is average, rounded up).
HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12
Great, thanks. Then +8 hp. Except it looks like I had my hp wrong, so really it's only +3.
8 for level 1, 20 for levels 2-4, 10 for Con
Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]
FCBs in HP?
Also, you should set up a header like the rest of us have so we know how low you are. Or rather, so our healers know how low you are. :P
Does that mean everyone's updated?
No, I almost always put FCBs in skills, though I guess I could doublecheck and make sure I didn't toss a few over (since rogue's the one class that gets enough skill points).
Will add to the header when I'm a little less loopy.
Male Human (Chelaxian roots) Ranger 11 [ HP: 28/91 | AC: 25 T: 14 FF: 22 CMD: 26 | F: +11 R: +16 W: +8 | Init: +5 Perc: +14 (G: +16) (U: +18) (Giants: +18) | Hunter's Tricks: 5/5 |]
Ventus I sent you a PM yesterday. Could you reply when you have a minute?
Outsider Phantom 2, HP: 18/18, AC 15 /t 11 /f 14, F 4, R 5, W 0, Init +2, PasPer 15, Darkvision 60'
I still need to update. Working on that now.
Outsider Phantom 2, HP: 18/18, AC 15 /t 11 /f 14, F 4, R 5, W 0, Init +2, PasPer 15, Darkvision 60'
:P
Now I've finished updating my sheet.
Outsider Phantom 2, HP: 18/18, AC 15 /t 11 /f 14, F 4, R 5, W 0, Init +2, PasPer 15, Darkvision 60'
I just realized I haven't chosen animal tricks for Betheda yet. For that matter, how many tricks can an animal with an intelligence of 6 learn? Since one with an intelligence of 1 gets 3 & one with an intelligence of 2 gets 6...
Or am I over complicating things. I've always been under the impression that one of the 'balancing factors' with AC's is that they have to be able to understand what you want from them, hence tricks...
edit: It becomes less of an issue next level since she will get Beast Speach instead of Devotion & they will actually be able to talk to each other.
Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]
The blog post about the Animal Archive says they get 3 extra tricks per point of Int above 2. Some of the comments confirm that paladin mounts end up with a /lot/ of tricks.
Outsider Phantom 2, HP: 18/18, AC 15 /t 11 /f 14, F 4, R 5, W 0, Init +2, PasPer 15, Darkvision 60'
Dear Lord, that's 20 tricks straight out of the gate?!..
That isn't a /lot/ of tricks, that is a /whole lot/ of tricks...
I guess I know what Ysme is going to be spending her down time doing for a while...
Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]
And she gets 8 "freebies" right out the gate from the bonus tricks.
Outsider Phantom 2, HP: 18/18, AC 15 /t 11 /f 14, F 4, R 5, W 0, Init +2, PasPer 15, Darkvision 60'
I though it was just two, which I included in the twenty. If it's eight...
Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]
Oh, nevermind, you're right. I was reading the table wrong. :P
If anyone's interested, I'll be running the quick little adventure in Mythic Adventures, to help me get a feel for the rules. My hope is we'll have some quick posting and we'll get through it in a few months: http://paizo.com/threads/rzs2q2nc?Interest-Check-Fire-Over-Blackcrag-PBP#7
Outsider Phantom 2, HP: 18/18, AC 15 /t 11 /f 14, F 4, R 5, W 0, Init +2, PasPer 15, Darkvision 60'
@Eli: Since it is in your spells list, you don't have to make a UMD check to use it.
Male Human (Chelaxian roots) Ranger 11 [ HP: 28/91 | AC: 25 T: 14 FF: 22 CMD: 26 | F: +11 R: +16 W: +8 | Init: +5 Perc: +14 (G: +16) (U: +18) (Giants: +18) | Hunter's Tricks: 5/5 |]
He is an alchemist, they don't actually count as having Caster Levels.
Ysme is correct. Alchemists can use spell trigger items (like wands) as if they were casters.
Male Human (Chelaxian roots) Ranger 11 [ HP: 28/91 | AC: 25 T: 14 FF: 22 CMD: 26 | F: +11 R: +16 W: +8 | Init: +5 Perc: +14 (G: +16) (U: +18) (Giants: +18) | Hunter's Tricks: 5/5 |]
Really? I guess the finer points of magic items still elude me.
Outsider Phantom 2, HP: 18/18, AC 15 /t 11 /f 14, F 4, R 5, W 0, Init +2, PasPer 15, Darkvision 60'
It is largely a GM's call, but I have yet to encounter a GM who rules that they can't use a wand with one of their extracts without making a UMD check. Granted, I don't play with a lot of different GM's...
Male Human (Chelaxian roots) Ranger 11 [ HP: 28/91 | AC: 25 T: 14 FF: 22 CMD: 26 | F: +11 R: +16 W: +8 | Init: +5 Perc: +14 (G: +16) (U: +18) (Giants: +18) | Hunter's Tricks: 5/5 |]
There are a lot of technical fiddly bits about what an alchemist can and can't do, I haven't researched them fully yet so I'll defer to you guys. Not going to raise a fuss about other sources of healing either.
Betheda doesn't need her own initiative. I'd prefer she just act when you act. We can split her off when it comes up if one of you wants to delay or something.
Outsider Phantom 2, HP: 18/18, AC 15 /t 11 /f 14, F 4, R 5, W 0, Init +2, PasPer 15, Darkvision 60'
Ah. Ok, that is fine. I would just as soon do it that way myself.
Outsider Phantom 2, HP: 18/18, AC 15 /t 11 /f 14, F 4, R 5, W 0, Init +2, PasPer 15, Darkvision 60'
As far as them being able to contribute to this particular action, we have.
There was a Villain in a Manga who, before a battle, reminded his subordinates that if you kill a foe, you have only removed one foe, but if you disable them, you have not only removed them, but you have also removed two others who now have to care for & protect them. By your own earlier statement, we can't afford to 'split the party', which is what continuing on while Adventus & Jessamy are paralyzed would mean.
Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]
Completely ignoring the question of how long they'll be paralyzed (which you could, you know, make some checks to find out), you honestly believe it's better to remove a completely helpless character from the party's protection, drag them through a haunted, evil house and leave them outside to be preyed upon by who knows what? That really screams "BAD IDEA" to me.
Have your animal companion pull them out of the ghoul's range, sure -- that's a good plan, since we wouldn't want them getting whaled on while they're paralyzed. But don't split the party, please.
HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12
Do you mind if I switch Jessamy to Quick Draw instead of Combat Reflexes? I've been using the former since we leveled up and haven't yet used the latter, so it would actually conform more with what's been in the game. (Again, sorry about that. Not sure what I was thinking.)
No worries if not. I'll just stop cheating.
That's 100% okay. Unless I catch on that you're abusing it or something (an act my former roommate would do...), I'm very flexible when it comes to retraining.
Sounds good. My problem's more remembering what I chose to do than trying to cheat. Getting old's rough. : )
I'll update her character sheet.
Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]
motteditor wrote: Getting old's rough. But better than the alternative!
: )
Pirknok, that's what I always tell people when I hear that.
Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]
Ada disagrees, apparently.
Male Human (Chelaxian roots) Ranger 11 [ HP: 28/91 | AC: 25 T: 14 FF: 22 CMD: 26 | F: +11 R: +16 W: +8 | Init: +5 Perc: +14 (G: +16) (U: +18) (Giants: +18) | Hunter's Tricks: 5/5 |]
Yikes, teach me to go to work. I'll need a minute to compile everything.
Male Human (Chelaxian roots) Ranger 11 [ HP: 28/91 | AC: 25 T: 14 FF: 22 CMD: 26 | F: +11 R: +16 W: +8 | Init: +5 Perc: +14 (G: +16) (U: +18) (Giants: +18) | Hunter's Tricks: 5/5 |]
So I need a fort save, to take 13 damage and potentially take an action? Anything I missed?
No fort save for you. Ventus got hit by her knife. Pirknok got the claw/bite.
I might have forgotten to specify that.
Male Human (Chelaxian roots) Ranger 11 [ HP: 28/91 | AC: 25 T: 14 FF: 22 CMD: 26 | F: +11 R: +16 W: +8 | Init: +5 Perc: +14 (G: +16) (U: +18) (Giants: +18) | Hunter's Tricks: 5/5 |]
Would it be too much to have Beaks try to break down the door? Or would I need to successfully push her for that?
She'd start trying to break down the door but the thing is dead. =P
Wow. Fast leveling! I'll try to get to Jessamy this evening.
Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]
Woo!
Work's pretty busy today, but I'll get something up and get Dorfy leveled as soon as I can... tonight at the latest.
Yeah, this level will feel artificially short because a massive chunk of the XP to reach it was supposed to come from the rest of the haunts in the mansion which the party largely skipped. It doesn’t make any sense to deny the party experience for not stumbling into a trap so I’ll be sticking to the level progression as planned. In retrospect, I should have eliminated the haunts completely. I don’t feel like they add a whole lot.
Really? I've heard it was a cool haunted house and I could definitely see why people talk it up. Very creepy. I'm tempted to DL the mod at some point to check it out, just to see how the professionals do it.
I think haunts are a little tricky. On one hand, people don't really know yet what they are, I think, so they get confused when it doesn't come up as magic.
Plus, I think they're a bit too tough to get around -- if you don't have someone who can channel energy, you're in trouble. Maybe it's not any tougher than a regular trap, but it feels a bit worse to me.
Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]
I think they tend to show up a lot as "the party will have a rogue? Ha ha, the rogue can't do anything about this!"
With that said, I thought the picture and strangle-scarf added to the overall experience. I might feel differently if Dorfy hadn't made all his saves. :P
Male Human (Chelaxian roots) Ranger 11 [ HP: 28/91 | AC: 25 T: 14 FF: 22 CMD: 26 | F: +11 R: +16 W: +8 | Init: +5 Perc: +14 (G: +16) (U: +18) (Giants: +18) | Hunter's Tricks: 5/5 |]
Haunts can be really rough. If the party was more invested in figuring out what Ada was up to as opposed to meting out some beatdowns, experiencing them might have been a fun distraction.
Also, could you be persuaded to let me apply my new +1 enhancement to dexterity instead of strength?
You can switch the whole thing if you'd like but, no, the whole +2 needs to be in one stat.
Male Human (Chelaxian roots) Ranger 11 [ HP: 28/91 | AC: 25 T: 14 FF: 22 CMD: 26 | F: +11 R: +16 W: +8 | Init: +5 Perc: +14 (G: +16) (U: +18) (Giants: +18) | Hunter's Tricks: 5/5 |]
That's even better actually, it helps with the economy of my stat increases in the long run.
Male Human (Chelaxian roots) Ranger 11 [ HP: 28/91 | AC: 25 T: 14 FF: 22 CMD: 26 | F: +11 R: +16 W: +8 | Init: +5 Perc: +14 (G: +16) (U: +18) (Giants: +18) | Hunter's Tricks: 5/5 |]
I am impressed with both the content and the speed with which you wrote that. =)
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