Dragons of the West (Inactive)

Game Master Matt, Garnished Game Designer

Guide to Characters and Places of Kotei + Battle Map


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Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

Afraid not, she is 75 feet away, charge is double your move, which in his case is 20, he has a 50 foot effective reach.

-Posted with Wayfinder


Male Human World Walker Druid 2 Init +4; Hp 17/17; AC: 18; Touch: 12; FF: 16, Fort: 4; Ref: 2; Will: 5; CMB: +4; CMD: 16; Perception +7; Sense Motive +2

Oh, thought he had said his move was 40. Because he readied it. :p


Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

Ah yes, that's true; you cannot ready a charge as its a full round action.

That being the case, I'll wait to see if Zayne decides to do something else with his turn before I act again.

-Posted with Wayfinder


M

Apparently you can't. I didn't notice that. Then I will stay where I am and use Total defense. AC 23.


Male Human World Walker Druid 2 Init +4; Hp 17/17; AC: 18; Touch: 12; FF: 16, Fort: 4; Ref: 2; Will: 5; CMB: +4; CMD: 16; Perception +7; Sense Motive +2

^_^ AC 23.


Male Human Ranger 2 20hp/20hp | AC 18, T 14, FF 14 | F +4, R +7, W +1 | Init. +7 | Perception +6

The Dojo:

As Braeth sees Zayne switch his stance, guarding his whole body with his massive weapon, he lets out a short sigh
Well there goes any chance of taking him out from ranged, he is much too prepared for attacks now. Seems beating him will not be as simple as I imagined...


Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

The Dojo:

Vem walks slowly back towards Zayne, stopping at 60 feet away from him, and readies.

-Posted with Wayfinder


**INACTIVE(WIP)** 雷刃 Human Male Adult Gestalt Samurai/Unchained Monk (Unchained Sohei) (L:1 | HP:11/11 | AC: | FF: | T: | F:+| R:+4 | W:+0 | Initiative:+7 | Perception:+0 | CMB:+6 | CMD:20 | Speed:30')
Spoiler:

The Dojo:

"He's playing it safe and trying to re-establish the advantage. If you are quicker than him, just let him stand there. Maybe if he is there long enough, he'll get a cramp?" ... Raito laughs a little.


M

the Dojo:
As Vem stalks in, weapons ready, Zayne maintains his defense and slowly moves forward to 50 ft. She is full of surprises. I was not expecting a stare down. This should be interesting.


Male Human Ranger 2 20hp/20hp | AC 18, T 14, FF 14 | F +4, R +7, W +1 | Init. +7 | Perception +6

The Dojo:

Braeth laughs at the joke
"That would be a funny sight indeed. But I see what you mean, neither truly has the advantage here. It's just a matter of who takes the risk first."


Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

The Dojo:
Vem suddenly springs into motion towards Zayne with alarming speed.

Acrobatics: 1d20 + 9 ⇒ (14) + 9 = 23

She flips through Zayne's guard and getting inside his reach.

Exceeded CMD with Acrobatics to not provoke

Dagger Attack: 1d20 + 6 ⇒ (19) + 6 = 25

Dagger Crit Threat: 1d20 + 6 ⇒ (12) + 6 = 18

So close :(

Damage: 1d4 + 1 ⇒ (2) + 1 = 3

"First blood goes to Vem."

-Posted with Wayfinder


**INACTIVE(WIP)** 雷刃 Human Male Adult Gestalt Samurai/Unchained Monk (Unchained Sohei) (L:1 | HP:11/11 | AC: | FF: | T: | F:+| R:+4 | W:+0 | Initiative:+7 | Perception:+0 | CMB:+6 | CMD:20 | Speed:30')
Spoiler:

The Dojo:

Rai raises his eyebrows, "She has sure has grace in her movements and bravo to her for drawing first blood. However, let us see what happens now? She has partially given advantage to Zayne. Let's see if Zayne can capitalize on it?"


M

The Dojo:
It still hits but I thought you had a +4 to melee. Good roll. Zayne moves to intercept Vem as she bounds towards him but she proves the faster. Her strike comes fast and hard, aiming for the gap in the armor under the armpit. Zayne is able to twist enough to deflect some of the force but that shot is going to leave a bruise. But as a master of the reach weapon, Zayne is able to quickly disengage himself and turn the tide of battle. 5foot step back and attack. AC back to 20 for Combat expertise.

Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 2d4 + 6 ⇒ (2, 2) + 6 = 10: so close.


AC, HP, Saves, Ki pool:
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Armor) // HP 18/18 // Fort +2, Ref +7, Will +0 // Ki 3/3
Equipment:
In use: shuriken (20); masterwork wakizashi (2); piecemeal armor // Not in use: bedroll; flint and steel; mirror (small/steel); rations (x6); torch (x10); Backpack, Common; Belt Pouch; 19.44 gp
Skills and Similar:
Skills: Acrobatics +9, Climb +6, Disable Device +9, Knowledge (Local) +6, Knowledge (Nobility) +6, Perception +5, Sleight of Hand +9, Stealth +11, Swim +6, Use Magic Device +7 // Init: +4
Zayne Iwatani wrote:

The Dojo:
It still hits but I thought you had a +4 to melee. Good roll. Zayne moves to intercept Vem as she bounds towards him but she proves the faster. Her strike comes fast and hard, aiming for the gap in the armor under the armpit. Zayne is able to twist enough to deflect some of the force but that shot is going to leave a bruise. But as a master of the reach weapon, Zayne is able to quickly disengage himself and turn the tide of battle. 5foot step back and attack. AC back to 20 for Combat expertise.

Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 2d4 + 6 ⇒ (2, 2) + 6 = 10: so close.

Charge and dexterity, +2 and +4 on hits.


Male Human Alch (BB/TB) 2
Vital:
HP 16/16, AC 16 (T 12, FF 14); F +5, R +5, W+1, I+2
Skills:
App +9, Alch +11, DD +8, History +5, Local +6, Nature +8, Perc +6, Cook +6, SC +9, Survival +5, Stealth +8

Hehe, oops. Just was looking at my character sheet... somehow I forgot to take Craft (Alchemy)... /sigh.
Something for level 2 I guess.


M

The Dojo:
"springs into motion towards Zayne with alarming speed" could be interpreted as a charge but she didn't specifically say that. And you can't acrobatics during a charge. Not without a rogue trick or feat (1 of the 2). But like I said irrelevant at this point.


Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

I'm not sure why you think you can't Acrobatics during a charge, as nothing in the rules says you can't and James Jacobs himself has said you can do far more complex acts like leaping over terrain as part of a charge.

-Posted with Wayfinder


Female Human Sorcerer (Celestial) Lv. 2 - AC 12/15MA - HP 15/15 - F+1,R+1,W+4 - Perc.+5, SM+5 - Init.+2

Acrobatic Charge Rules debate:

I did find this rogue talent in the pfsrd, which seems like it would be unnecessary if you could do what Vem did without it...
"Acrobatic Charge (Ex)
Benefit: A rogue with this talent may make an Acrobatics check to move through a threatened area or an opponents square as part of a charge. He may also change direction once during a charge."

Cookie's Craft (Alchemy):

Hee hee. Oops. The GM would probably be fine with you moving one of your skill points into Craft (Alchemy) now. You may want to do the same for something like Craft (Food) or Profession (Cook). :)


M

"Acrobatic Charge (Ex) Benefit: A rogue with this talent may make an Acrobatics check to move through a threatened area or an opponents square as part of a charge. He may also change direction once during a charge." I can't find anything that specifically denies it but if you could do it why is there a rogue talent for it?


Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

Why does the step up feat do literally nothing? Sometimes there isn't a good reason.

-Posted with Wayfinder


M

Nothing? If you had that feat I couldn't attack you right now without taking an AoO. I would 5ft step back and you would follow. I would be forced to move 5ft. and boom, AoO. That's not nothing. That's how defenders stick to reach enemies. Again, this is all irrelevant. It's your turn and you have 1 hp.


Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

The Dojo:
Acrobatics: 1d20 + 9 ⇒ (2) + 9 = 11

Vem back flips away from Zayne.

She failed the Acrobatics to avoid provoking from movement so I'll await the AoO to finish her action, since she very well might go down here.

-Posted with Wayfinder


M

*edit For future reference (was working on this when you posted).

Charge says: "You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles)."

And Acrobatics says: "In addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed." Moving at half speed means your movement is being hindered. Meaning me and my weapon.

However: "You can move at full speed by increasing the DC of the check by 10." If you did this then it would work.

The Dojo:

AoO: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 2d4 + 6 ⇒ (3, 1) + 6 = 10
Having seen this move before Zayne is prepared and lunges forward, striking Vem hard in the back and sending her sprawling. As a sign of peace he walks over and helps her to her fee (if she lets him).

First blood goes to Pale One. Victory goes to Odd One. Good fight.


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

[ooc] not sure what the debate is...i haven't been reading yor spoilers but i did find this bit of info while i was looking

Acrobatics says that normally you have to move at 1/2 speed; it's +10 to the DC if you move at full speed, and I have no idea what happens if you're moving at x2 speed.

so make sure that whoever is doing it has the DC of the charge correct

Aso JJ, he said that you can jump during your charge, so if that is what is going on then whoever says you can is totally right.

here is what JJ said

Jumping is a part of movement. If you're charging and part of that charge needs to be a jump, that's fine. You'll just need to make the appropriate Acrobatics DC to make the jump; if you fail the jump, obviously your charge is wasted.


Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

I can buy that Zayne, good to know.

The Dojo:

"Vem congratulates the odd one, perhaps next time she'll take a bow and force you to act instead of her."

-Posted with Wayfinder


2 people marked this as a favorite.

And bit by bit, this is becoming Camp Kotei and friends.


Female Human Sorcerer (Celestial) Lv. 2 - AC 12/15MA - HP 15/15 - F+1,R+1,W+4 - Perc.+5, SM+5 - Init.+2

Jezelyn kept an eye on the fight across the garden in the open-sided dojo while discussing magic with her fellow casters. She couldn't help but grin when Vem went down.
However, at a later point, she would approach Vem,

Vem & Jez:
"I saw your fight. You have impressive moves and are a fearsome opponent. Do not feel poorly that Zayne won. He had the advantage in that it was a straight head-to-head combat, with no chance for you to gain the element of surprise."

So, is it Rai vs. Braeth in the Dojo next? This is quite entertaining! :)
I also want to see Vem vs. Braeth and Rai vs. Zayne!


M

The Dojo:
Doubt I would get the chance, he says to Vem. Then to the other two onlookers (Rai and Braeth), your turn. He then moves to the side to retrieve his favored weapon and sits to watch.


Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

Vem & Jezelyn:

"She is not used to losing, Vem does not think it suits her. She will be more prepared next time. Does the songbird require something of Vem?"


Female Human Sorcerer (Celestial) Lv. 2 - AC 12/15MA - HP 15/15 - F+1,R+1,W+4 - Perc.+5, SM+5 - Init.+2

Vem & Jez:
"Not at this time, although I am sure we will have need of each other in the days to come."
Jezelyn would smile at Vem, nod, and move on, unless further engaged in conversation.


Male Human Alch (BB/TB) 2
Vital:
HP 16/16, AC 16 (T 12, FF 14); F +5, R +5, W+1, I+2
Skills:
App +9, Alch +11, DD +8, History +5, Local +6, Nature +8, Perc +6, Cook +6, SC +9, Survival +5, Stealth +8

Swapped out Heal for Craft (Alchemy)


Male Human Ranger 2 20hp/20hp | AC 18, T 14, FF 14 | F +4, R +7, W +1 | Init. +7 | Perception +6

The Dojo:

Braeth shudders at the thought of facing the mountain of a man in one on one combat.
So much for the advantage of observing your enemy before engaging... he thinks to himself

He moves towards the center of the Dojo, calms his nerves and focuses his mind as he'd been training to do
Lucky for me I've been practicing more then most, I've got years to catch up on these people and now is the time to see what I have accomplished. At least I may have the advantage of speed over him he thinks grudgingly

Initiative: 1d20 + 7 ⇒ (15) + 7 = 22


**INACTIVE(WIP)** 雷刃 Human Male Adult Gestalt Samurai/Unchained Monk (Unchained Sohei) (L:1 | HP:11/11 | AC: | FF: | T: | F:+| R:+4 | W:+0 | Initiative:+7 | Perception:+0 | CMB:+6 | CMD:20 | Speed:30')
Spoiler:

The Dojo:
Raito grabs a Merciful Daikyu with (30) arrows off the wall and deactivates the extra merciful damage but keeps non-lethal on. Then he smirks at Braeth, "Just in case you want to somersault all over the dojo like Vem, I am going to shoot you instead of chasing." He places the bow and quiver around his shoulders and goes to the center of the dojo 5' (melee reach) in front of Braeth. He bows keeping his eyes on Braeth, then places one hand on his katana scabbard, grabs the hilt with the other, gets into a martial arts stance, and lastly challenges Braeth.

Initiative: 1d20 + 7 ⇒ (7) + 7 = 14

You go first :-)


Just landed from my flight and now am suffering from jet laggishness. Feel free to carry on RPing, I promise a nice long start of Day 2 in the morning! Sorry again for the delays!


Female Human Sorcerer (Celestial) Lv. 2 - AC 12/15MA - HP 15/15 - F+1,R+1,W+4 - Perc.+5, SM+5 - Init.+2

Glad to hear you're safely home, Spirit! :)


M

@ Mhar: I just noticed that your AC is way higher than it should be based on your gear and stats.


Male Human (multi-ethnic) "神託" [Oracle (Dual Cursed)] 2 | AC 15 T 8 FF 15 | HP 16/16 | F +2 R -2 W +3 | Init -2
Zayne Iwatani wrote:
@ Mhar: I just noticed that your AC is way higher than it should be based on your gear and stats.

Then I think you missed some of my gear and my stats! One point (which is my bad - I'm dyslexic, alas) isn't what I'd call "way higher"! :D

Nature's Whispers (see feats and revelations) lets me use my CHA instead of DEX as my AC; so +4. My piecemeal armor provides an extra +4. My shield provides a +2. That's a total of +10, hence 20. I lose +6 of that if it's touch, hence 14. I lose +4 of that if I'm flatfooted, hence 16. The only error is that I flipped my max DEX and AC bonus... but that's because I grabbed the wrong armor. I'd intended to go with a different piecemeal armor (listed as "34" in my notes - that won' mean anything to you, but it's a handy name as any) instead of the one I grabbed (in my notes listed as armor "7".

badly formatted armor 34:

THIRTY-FOUR medium +5 +4 -2 30% 20 lbs 43 normal
Lamellar (Cuirasse) +2 +4 none 5% 8lbs 15 normal
Lamellar horn (arm) +1 +5 -2 25% 5 lbs 25 normal
Hide leg (medium) +1 +4 -2 10% 7 lbs 3 normal

Here's a better statted version:
piece meal armor (medium) [+5 AC, +4 max DEX, -2 acp, 30% asf, 20 lbs, 43g, normal speed]

Ah, well. I'll have to think about leaving it (and maximizing my current AC as it currently is) or changing it (and maximizing my potential AC). I think I'll probably go with the current maximization, with room for growth later.

Actually, everyone, whether you like your current armor or not (and even if you're a caster), let me give some examples of what Mhar can do for you. :)

Zayne (and Rai!), this'll be especially interesting to you.

Armor!:

piece meal armor (medium) [+8 AC, +4 max DEX, -5 acp, 30% asf, 48 lbs, 50g, slow speed]
four-mirror +5 +4 -5 30% 40 lbs. 20g slow
lamellar, horn (arm) +1 +5 -2 25% 5 lbs. 25g normal
leather, studded (leg) +1 +5 0 10% 3 lbs. 5g normal
+8/+4/-5/48lbs/50g/slow speed

piece meal armor (medium) [+7 AC, +4 max DEX, -2 acp, 35% asf, 33 lbs, 130g, normal speed]
chain +4 +4 -2 30% 25 lbs. 100g normal
lamellar, horn (arm) +1 +5 -2 25% 5 lbs. 25g normal
leather, studded (leg) +1 +5 0 10% 3 lbs. 5g normal

+7/+4/-2/33lbs/130g/normal speed

piece meal armor (medium) [+5 AC, +4 max DEX, -2 acp, 30% asf, 16 lbs, 45g, normal speed]
lamellar, cuirass +2 +4 0 5% 8 lbs. 15g normal
lamellar, horn (arm) +1 +5 -2 25% 5 lbs. 25g normal
leather, studded (leg) +1 +5 0 10% 3 lbs. 5g normal

+5/+4/-2/16lbs/45g/normal speed

piece meal armor (light) [+4 AC, +4 max DEX, no acp, 15% asf, 13 lbs, 21g, normal speed]
lamellar, cuirass +2 +4 0 5% 8 lbs. 15g normal
padded (arm) +0 +8 0 0 2 lbs. 1g normal
leather, studded (leg) +1 +5 0 10% 3 lbs. 5g normal

+4/+4/0/13lbs/21g/normal speed
(for a mere 24g more, you can gain DR 3/- v. small thrown objects!)

piece meal armor (light) [+3 AC, +5 max DEX, no acp, 15% asf, 13 lbs, 29g, normal speed]
haramaki +1 +10 0 5% 1 lbs. 3g normal
padded (arm) +0 +8 0 0 2 lbs. 1g normal
leather, studded (leg) +1 +5 0 10% 3 lbs. 5g normal

+3/+5/0/6lbs/29g/normal speed
(for a mere 24g more, you can gain DR 3/- v. small thrown objects!)

casters' armor:
piece meal armor (light) [+1 AC, +10 max DEX, no acp, no asf, 1 lbs, 3g, normal speed]
haramaki +1 +10 0 0% 1 lb. 3g normal
Okay, I admit: it's just a haramaki. Go buy a haramaki. :D

In all cases, add an armored kilt for +1 AC and 10 lbs. and a hypothetical upgrade to a "heavier armor type"... but not really, because it doesn't actually hinder you in any way, so long as you're proficient with the heavier armor type. (And if it starts as heavy armor, it stays heavy.)

I could upgrade stuff for a couple of more points of AC, but you're going to start getting really expensive (300 g for legs and 200 or 400 for the torso... that nets a +4 increase to AC with a max DEX of +2 and -4 acp, spell-failure through the roof. If you want +1 AC, max DEX +2 and -3 acp, it's 300 for o-yori legs; if you want +1 AC, max DEX +3 and -4 acp, it's 200 for the plate armor (or 400 for agile plate armor, which reduces the effective acp of the piece by 3 for climb and jump checks). The reason I suggest you talk to Mhar is... he's got craft (armor). He'll hook you up. :D EDIT: Which is to say, it'll still cost money, but not as much!


M

That revelation and piece meal armor is super cheesy. I am glad you are on our side. Thing is, Strange Revelation says you need 5 ranks in knowledge religion which means at least level 5.


Male Human World Walker Druid 2 Init +4; Hp 17/17; AC: 18; Touch: 12; FF: 16, Fort: 4; Ref: 2; Will: 5; CMB: +4; CMD: 16; Perception +7; Sense Motive +2

^BUSTED


Male Human (multi-ethnic) "神託" [Oracle (Dual Cursed)] 2 | AC 15 T 8 FF 15 | HP 16/16 | F +2 R -2 W +3 | Init -2
Zayne Iwatani wrote:
That revelation and piece meal armor is super cheesy. I am glad you are on our side. Thing is, Strange Revelation says you need 5 ranks in knowledge religion which means at least level 5.

First: no sir, it is not super-cheesy. That's exactly what those things are for. :D It's like claiming the nodachi is cheesy for existing, which, I suppose, some people do. So, as I say, "Cheese is in the taste buds of the one who eats it" (though that's kind of long and awkward... and slightly nonsensical; I think "YMMV" is a bit more catchy). I'm glad I'm on your side as well, though. (If you're truly concerned with cheese, please note my spell selection: two touch spells - meaning "go into melee" - and a diplomacy buff. Then note my strength score. And dexterity score. Welp. There go the two most important stats in the game! Also, I took two feats to be able to do that and still effectively heal you guys. If I was going for "Cheese", I would have done several more... uh "impressive" things, let's say.) What it is, though, is an unfortunately illegal build. You are totally correct on that.

Second: I'm really unhappy that I failed to catch that. Really unhappy. I'm sorry, guys, you're healer's AC just dropped by 6. Two commoners with clubs and I'm a gonner. I mean, they still would have defeated me before (they can outrun me, and I could never hope to damage them) but at least it would have taken a while. Blarg. I'll have to change my feat selection around a bit.

Third: Tatsuo... that's why I provide links to all the stuff I've got. So people can easily click on things and let me know where I make mistakes. Hence, not so much "busted" as "working as intended". :)

Finally: there are a few other errors on my sheet (my craft skill having two elements being a notable easy one, and the lack of description of my Drawbacks, as well as having two Knowledge (history) entries) - I only fully decided to go with armor for sure after posting him, I've just not got around to doing all the requisite formatting for the other two, and the last was a copy/paste error... and those've been "on my docket" to change), which I know about: I've been slowly tweaking it for a while now, in between being out of town, running a PbP, and building a couple of characters for some others. I just didn't realize that my AC/CMD and entire first-through-third level survival build was one of those errors. That's... really disappointing - disappointment in myself. My apologies to all. >:( I really don't know how I missed the prerequisites. Ugh. But thanks to Zayne... that's exactly why I linked those things after all. :) I'll hopefully have different selections moved around "soon".

EDIT: Craft and redundant Knowledge (history) fixed. Also, bolding my points for easy reading.


M

Okay so its more like spray cheese. Not real cheese but close enough. I mean light armor with a +7 or Medium with a +8. I would like to know what you could do with heavy armor. Also, I am sorry I just dropped your AC like a dwarf who switches from fighting a giant to an orc. Just stand behind me and Rai. You keep us alive and we'll keep you alive.


Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

I honestly hate piecemeal armor rules and as far as I know they're optional rules much like called shots, did our DM ever clear them? I'll gladly cheese them if that's what he wants, but I'd never allow them in my games I run, it's silly to imagine that my patchwork of nonsense is somehow both more protective and allows for more movement than full plate, etc.

And to answer your question Zayne it's 10 ac with 3 max dex. >.>

-Posted with Wayfinder


Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

Maybe I feel that way because my players will gladly use a silly rule to make a point.

Remember when Jezelyn was asking about chest high water? Rest assured if I allowed her interpretation my players would waste no time in ant hauling around a merfolk sorceress in a bathtub :p

-Posted with Wayfinder


Unnamed

I'm not familiar w piecemeal armor rules myself I guess I should look them up


Female Human Sorcerer (Celestial) Lv. 2 - AC 12/15MA - HP 15/15 - F+1,R+1,W+4 - Perc.+5, SM+5 - Init.+2

I think it would be hilarious to have a party ant hauling around a merfolk sorceress in a bath tub!
No, it definitely wouldn't fit in most games, but it could make for a fun one. :)


Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

Oh I totally agree Jezelyn, when I thought it up I was quite amused with myself. And I think the idea of it is hilarious and totally fitting some games, especially if I imagine her carrier as a halfling.

But the mechanics of it would allow a level 1 sorceress with like ~28 AC. That's the problem.

-Posted with Wayfinder


Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

Also i just checked, piecemeal armor is indeed fully situated in the optional rules list; if Spirit never gave them the okay / does not decide to now, they're a no go.

-Posted with Wayfinder


Male Human (multi-ethnic) "神託" [Oracle (Dual Cursed)] 2 | AC 15 T 8 FF 15 | HP 16/16 | F +2 R -2 W +3 | Init -2
Zayne Iwatani wrote:
Okay so its more like spray cheese. Not real cheese but close enough. I mean light armor with a +7 or Medium with a +8. I would like to know what you could do with heavy armor. Also, I am sorry I just dropped your AC like a dwarf who switches from fighting a giant to an orc. Just stand behind me and Rai. You keep us alive and we'll keep you alive.

Heaviest Armor is pretty universally what my final line is down on the bottom. But here:

piece meal armor (heavy) [+10 AC, +2 max DEX, -4 acp, 40% asf, 45 lbs, 510g, slow speed]
plate +6 +3 -4 35% 30 lbs. 200g slow
lamellar, horn (arm) +1 +3 -2 15% 10 lbs. 10g normal
o-yoroi (leg) +2 +2 -3 20% 5 lbs. 300g slow
+10/+2/-4/45lbs/510g/slow speed

piece meal armor (heavy) [+9 AC, +3 max DEX, -4 acp, 40% asf, 43 lbs, 213g, slow speed]
plate +6 +3 -4 35% 30 lbs. 200g slow
lamellar, horn (arm) +1 +3 -2 15% 10 lbs. 10g normal
studded leather (leg) +1 +6 0 10% 3 lbs. 5g normal
+10/+2/-4/45lbs/510g/slow speed

You can, of course, get better values if you use special materials, or, if you blow an extra 200 on an agile plate, you reduce that acp by three for climb and jump (it's still -2, though, due to the lamellar horn arm section). As I said, though, you can get that to a base of +11 by adding an armored kilt. I've not actually seen a way to get a +10 with a max of +3, though I could definitely have missed something.

As far as anything else: you didn't really drop my armor. It was never that high to begin with. I'm really frustrated I missed the prerequisites. Blarg.

Ref: piecemeal armor, I've had that in my character description from the start, sitting right on top of my items, and bold "piecemeal armor (medium)", unlike everything else in that list which is normal type-font (EDIT: similar to my Strange Revelation, which notes that it's 3rd party and needs approval). It was my understanding that the GM approved - at least tacitly - our characters by at least looking over them (if not the fine points of the rules/number crunching) by accepting us into the game; that's why I highlighted that part of the name to draw his attention to it. I'd gladly change it, if he said anything otherwise.

Considering that I put piecemeal rules into every game I run, you could definitely say that I don't hate them, and, in fact, feel just the opposite as you do, Vem. My one major regret is that you can't stack stuff with Stone Plate, in fact*. Alas, my +11 AC armor, you were not to be. Fortunately, in my home-games, I don't have to care about that restriction, just like non-evil undead... >.>

:D

As far as the sense it makes: actually, I can very easily see it. Having armor tailored for each part of the body uniquely can definitely provide more protection for better over-all effect than having a singular over-all element. It makes at least as much sense as a hellknight plate be able to be worn by anyone with proficiency while full plate has to be tailored to the wearer. Point in fact, almost all armors should have the full plate restriction, if we're going for realism. I mean, sure, there's munition armor, but adventurers aren't exactly standing armies...

Heck, we really should be discounting the value of dexterity on AC if we're shooting for strong realism, at least compared to how it works in the rules at present, abstraction or no... Mostly, I see it as an abstraction no different than the others that we accept as common in the game, and works to fulfill the "this is tailor-made for you" effect that plate armor is going for, without the (to me) needless hassal. :)

* Well, that and that the feet part interfere with spellcasting, but whatever. Not all the rules make sense. ... waaaaaiiiiiit... darn you "YMMV"! Darn you a new pair of socks!

EDIT: Oh, and here: the rules so you don't have to search. :)

EDIT: Also, a real-life case where piecemeal was better than the best consistent design-style known at the time (the WW1 Example with Cpt. Cruise at the bottom of the "Mail armour in Europe" section).


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Female Human Sorcerer (Celestial) Lv. 2 - AC 12/15MA - HP 15/15 - F+1,R+1,W+4 - Perc.+5, SM+5 - Init.+2
Vem wrote:

Also i just checked, piecemeal armor is indeed fully situated in the optional rules list; if Spirit never gave them the okay / does not decide to now, they're a no go.

-Posted with Wayfinder

Well, our GM did say in his original character creation rules for this game,"- All Paizo published material is allowed, 3PP material on a case by case basis."

Then, in Tacticslion's June 7 post when he submitted Mhar as a character, he said, "Oh, I should mention, since you automatically accepted Paizo material, I made use of the piecemeal armor rules to create a solid piecemeal armor for myself. If you don't like that one, simply tell me - I'll switch it out. I'm oscillating between Craft (armor) and Craft (alchemy). If one of my skills overlaps with another player chosen, I'll probably switch that skill out and take the other craft skill. I'm interested in eventually making magical items for the party, too; hopefully, being able to utilize my traits for the good of us all. You know: lawful good and all that. :D"

Since the GM accepted the character with that included, and never objected, I would think Mhar is free to use the Paizo/Pathfinder piecemeal armor rules, unless the GM specifically posts otherwise.


Male Human (multi-ethnic) "神託" [Oracle (Dual Cursed)] 2 | AC 15 T 8 FF 15 | HP 16/16 | F +2 R -2 W +3 | Init -2

... oh yeah! I forgot I'd posted that! Good find. :D

Linking for the good of all!

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