GD VII: Redelia's Raiders of Shrieking Peak (Inactive)

Game Master Dennis Muldoon

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HP 56/61, Res 6/6 |AC 23, TAC 19 | F:+9 R:+12 W:+7 | Perc +6 (darkvision), Stealth +9 +1 Initiative
Trained Skills:
Acrobatics (E) +10, Arcana +8, Athletics +8, Crafting +7, Deception +6, Diplomacy +6, Lore +7, Medicine +5, Occultism +7, Society (E) +8, Stealth (E) +10, Survival+5, Thievery (E)+9
| Speed 20 ft. (25 ft. w/o armor)

Working on this goblin sniper. Should be ready tomorrow.


HP 56/61, Res 6/6 |AC 23, TAC 19 | F:+9 R:+12 W:+7 | Perc +6 (darkvision), Stealth +9 +1 Initiative
Trained Skills:
Acrobatics (E) +10, Arcana +8, Athletics +8, Crafting +7, Deception +6, Diplomacy +6, Lore +7, Medicine +5, Occultism +7, Society (E) +8, Stealth (E) +10, Survival+5, Thievery (E)+9
| Speed 20 ft. (25 ft. w/o armor)

I believe this PC is now all ready to go.


Male Human of Ulfin heritage Paladin 5 | HP: 68/68 | AC/TAC: 23/20 + shield | F/R/W: +10/+10/+8

All, this is the Pally from GM Wise One. There are likely errors in here. I would welcome and appreciate comments. My two big questions are

1) Pally spell casting. From Champion Powers on p 106. It says I get half my level as the spell level (so currently zero) and I am trained in Spell Rolls and Spell DCs. So do I get Divine spells now? At level 2? How do I know how many spells I get?

2) The uncommon item I can get from starting at 5th level. Note I picked the other items and they are listed at the bottom of the profile.

Silver Crusade

Venture Lieutenant, Play by Post (online)

It sounds like we're almost ready to go!


Venture Lieutenant, Play by Post (online)

Hey everyone, I know notifications of new posts sometimes don't happen when you dotted in months ago, so I wanted to make sure everyone knows we've gotten started in the Gameplay thread!


Female NG Human (Ulfen) Cleric 5 | HP 32/53 RP 4/8 SP 4/4 Hero 1/3 | AC 23 TAC 20 | F: +8, R: +8, W: +11| Perc: +9, +1 Initiative

Thank you. I had totally missed that and was trying to wait patiently.

I'll catch up as soon as I can.


Ditto


N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

I've started looking at other folks characters to see if I did mine right and found these differences...

Clara: Does not have the special gear we are allowed to start with including 1 4th level item, 2 3rd level items, 1 2nd level item, and 2 1st level items.

Doreen: I see empowered alchemist’s fire (3rd)s (6). That seems to be a third level item but there are 6 of them. How does that work? I took 1 of each leveled item and then bought extra stuff with my 50 gp.
Was that right? For example I bought a Scroll of Mirror Image for 8gp. Am I allowed to do that even though it is a 2nd level spell scroll?

Pierce: Skills look too low. Shouldn't they be 5[level] +[stat bonus] +[training bonus]? So, for example, Acrobatics should be 5 +4[dex] +3[expert] = +12. Except for pierce, the other characters do not list their skill levels so I could not verify numbers.

Please, please look at my character sheet and make sure I did it right. I think a useful part of a playtest is to have your character building looked over.


Male Human of Ulfin heritage Paladin 5 | HP: 68/68 | AC/TAC: 23/20 + shield | F/R/W: +10/+10/+8

I had asked some questions as well but got no response. I know we are all learning this stuff together. Perhaps together we can figure it out?

I have not picked my one uncommon item yet and do not really know if there is a list from which to pick it. I did pick my other items and they are listed at the bottom of my profile.


HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9

In PF2.0 alchemists no longer create "bombs" or "extracts". Instead, the alchemist spends his Resonance Points (RP) to create 24 hour versions of any alchemical items that he knows the formulea too (including mutagens, etc).

If the alchemist uses these RP at the beginning of the day, he can create 2 items per RP. If he chooses to use them later in the day, he can create an item "on the fly" but it becomes 1 item per RP. So Doreen spent 7 resonance points to make 14 alchemical; items and then left 2 RP unspent "just in case". In all, this seems to be a better version of the alchemist from a story perspective because you no longer have to deal with the "is the alchemist a caster" and "how does this bomb thing fit in with the rest of pathfinder". From a gameplay standpoint, I think this alchemist is a little weaker than the original in PF1, but obviously we haven't had a chance to play it out yet.

For Free:
1- level 4 (+1 Crossbow)
2- level 3 (+1 Armor, Bracers of missile deflection)
1- level 2 (Expert Alchemical tools)
2- level 1 (Light Ammunition, Healing potion (minor))

From RP
6- Alchemist Fire (empowered)
2- Liquid Ice (empowered)
2- Elixir of life
2- Quicksilver Mutagen

Purchased
Daggers x2
Thieves tools
Replacement picks
Backpack


Venture Lieutenant, Play by Post (online)

Ok, here is the list of what your characters should have.

The items of X level are permenent items. Then you can buy consumables from your gold pieces. Doreen's alchemists' fire would be consumables, and so not be part of that list.

I don't think there's a list of uncommon things, and if you found everything you like among the common stuff, that should be fine. It's just permission to make one thing uncommon if you want. Also, the uncommon thing isn't an additional item, it's saying that one of the items, spells, or pieces of equipment you pick can be an uncommon one.


HP 56/61, Res 6/6 |AC 23, TAC 19 | F:+9 R:+12 W:+7 | Perc +6 (darkvision), Stealth +9 +1 Initiative
Trained Skills:
Acrobatics (E) +10, Arcana +8, Athletics +8, Crafting +7, Deception +6, Diplomacy +6, Lore +7, Medicine +5, Occultism +7, Society (E) +8, Stealth (E) +10, Survival+5, Thievery (E)+9
| Speed 20 ft. (25 ft. w/o armor)
Banterknell wrote:
Pierce: Skills look too low. Shouldn't they be 5[level] +[stat bonus] +[training bonus]? So, for example, Acrobatics should be 5 +4[dex] +3[expert] = +12. Except for pierce, the other characters do not list their skill levels so I could not verify numbers.

I appreciate your looking over the character sheet as I found character creation to be a bit difficult.

However, my understanding is that the bonus for expert is +1 (+3 is legendary), if I understand the playest rules correctly (I used the version downloaded on 9/28/18). Maybe I missed an update. If the bonus for expert is +1 (per rulebook pg. 8), then my stats (for Acrobatics at least) are correct as Acrobatics would be 5 [level]+4[dex]+1[expert]=+10.


Male Human of Ulfin heritage Paladin 5 | HP: 68/68 | AC/TAC: 23/20 + shield | F/R/W: +10/+10/+8

OK. That makes good sense about uncommon items GM Redelia. It was throwing me. I will have to re-pick my level 1 items as I chose consumables for them. There were not many other choices.

What about Pally spells? that was my other big issue.


Venture Lieutenant, Play by Post (online)

Paladins are not spellcasters anymore, and don't get spells, although they do get other powers.

skills are stat+training, level is actually part of the training now. Thus, Pierce would, if expert in acrobatics and has a dex mod of 4, be

(dex)+(training)=4+(5+1)=10

edit: this is ignorning ACP, if any...


Female NG Human (Ulfen) Cleric 5 | HP 32/53 RP 4/8 SP 4/4 Hero 1/3 | AC 23 TAC 20 | F: +8, R: +8, W: +11| Perc: +9, +1 Initiative

I will try to carve out some time to review both mine and other characters though it won't be immediately. I appreciate your taking a look, Banterknell.

Clara has +1 weapon and armour; Expert Healers tools; and a Wayfinder that I remember. Taking a quick look it seems the improved status of the armour and weapon are not reflected in the output from HLO (I'll need to report that bug).

As soon as life allows, I will expand upon what is in my character sheet and double check it for other errors.

I think, from memory, I ended up with two level two items instead of two level three and maybe a base item instead of a level 1? My understanding was we could substitute lower level items but not go any higher.

Now the next question is: With the release of the Resonance Test specifically for this scenario, are we changing to participate in that test?


Venture Lieutenant, Play by Post (online)

I looked into the new version of the scenario, but I will not be switching us to that unless you guys request it, because that test is pregens only, and it seems a shame to waste all the effort you have poured into making these characters.


Female NG Human (Ulfen) Cleric 5 | HP 32/53 RP 4/8 SP 4/4 Hero 1/3 | AC 23 TAC 20 | F: +8, R: +8, W: +11| Perc: +9, +1 Initiative

Oh! I had not realised it was pregens only. I haven't opened it yet, just downloaded.

I would switch if others wanted to but I am very happy to stay as we are.


N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none
Pierce the Goblin wrote:
...then my stats (for Acrobatics at least) are correct as Acrobatics would be 5 [level]+4[dex]+1[expert]=+10.

Aha. I need to update my stats then. You are quite right.


Male Human of Ulfin heritage Paladin 5 | HP: 68/68 | AC/TAC: 23/20 + shield | F/R/W: +10/+10/+8

Looking at 1st level items from the Treasure table it seems that they are all consumable except the dull grey ioun stone.

The book says that all items have item levels but I do not see item levels for armor, shields and weapons. I did see two references that say weapons are item level zero and that all items are zero unless they say otherwise. so I guess that answers that. I also see that you can down grade your selections taking a lower level item if you like. I think that means that you could take any armor or weapon of level zero as one of your level 1 items, right?


Venture Lieutenant, Play by Post (online)

Guys, I'm going to put this game on pause while I try to find you a new GM. I'm not enjoying the playtest at all, and am finding that I dread posting here. It's not a matter of what you guys are doing, it's a matter of the playtest rules, and so I want to hand this game over to someone who will enjoy it, so that you are able to enjoy it.


Female NG Human (Ulfen) Cleric 5 | HP 32/53 RP 4/8 SP 4/4 Hero 1/3 | AC 23 TAC 20 | F: +8, R: +8, W: +11| Perc: +9, +1 Initiative

Sorry to hear you are not enjoying Playtest at all, Redelia.

I certainly don't want you to struggle on in such a situation.


Venture Lieutenant, Play by Post (online)

GM Dennis has said that he will help you guys finish out this scenario.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

Hi folks! I'm happy to help guide you through the rest of this scenario. I've run it a few times before, so should be ready to go fairly quickly. I'll get caught up on where you are this afternoon and get the next post up.


Female NG Human (Ulfen) Cleric 5 | HP 32/53 RP 4/8 SP 4/4 Hero 1/3 | AC 23 TAC 20 | F: +8, R: +8, W: +11| Perc: +9, +1 Initiative

Thank you, GM Dennis and GM Redelia.


HP 56/61, Res 6/6 |AC 23, TAC 19 | F:+9 R:+12 W:+7 | Perc +6 (darkvision), Stealth +9 +1 Initiative
Trained Skills:
Acrobatics (E) +10, Arcana +8, Athletics +8, Crafting +7, Deception +6, Diplomacy +6, Lore +7, Medicine +5, Occultism +7, Society (E) +8, Stealth (E) +10, Survival+5, Thievery (E)+9
| Speed 20 ft. (25 ft. w/o armor)

Thanks, GM Redelia for getting this game going. It is good to know your limits, when to keep pushing and when to call it quits.

Thank you GM Dennis for stepping in and continuing the game!

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

hey folks, as I look through your stats, I'm seeing a few folks that haven't updated their characters with the rules updates. At minimum, please make sure you are accounting for the change to untrained skills (the penalty is now -4, instead of -2).


Male Human of Ulfin heritage Paladin 5 | HP: 68/68 | AC/TAC: 23/20 + shield | F/R/W: +10/+10/+8

Hmm. I am traveling this week and trying to keep up. I had signed up for this playtest hoping to run with GM Redelia but its seems to not be working out. With the change of GM I think I will need to drop as well.


N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

Been a real rocky road for this game.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

No worries Hearl; no hard feelings if you don't wish to continue. Banterknell, I'm optimistic I can help get things moving at a fun pace.


Male Human of Ulfin heritage Paladin 5 | HP: 68/68 | AC/TAC: 23/20 + shield | F/R/W: +10/+10/+8

Thanks for understanding. It was a push to finish the character with my lack of understanding of the rules. I am just too busy right now to enjoy a new rules system.


HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9

Thank you Redelia and also thank you Dennis.

I have to say, that this is my second playtest pbp and I certainly understand both sides. While I am somewhat enjoying it, I feel mostly lost (like when I picked up starfinder, but more) and always afraid I am doing something wrong.

I think the transition to a PF2 is going to be harder than I imagined.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

It's definitely a big transition. I've done a fair bit of F2F PF2 thus far, and there are still things that trip me up. That said, though, it's starting to feel more natural, and oh boy is that three-action economy lots of fun once you get the hang of it.


N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

Thanks for figuring out the DC. I was trying to crank out a post before I left for work this morning and did not have time to find it in the rules or I would have.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

No worries. I had a moment to look it up before I left for work myself. I try to look that stuff up when I can, so I don't become over-reliant on HeroLab with the new system.


Female NG Human (Ulfen) Cleric 5 | HP 32/53 RP 4/8 SP 4/4 Hero 1/3 | AC 23 TAC 20 | F: +8, R: +8, W: +11| Perc: +9, +1 Initiative

GM Dennis, I know it is in my header but also easy to miss - Clara has +1 to all initiative rolls. Thought I'd bring that to your attention, just in case. Please forgive me if this was unneeded.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

No worries, I'm all for reminders, especially taking over mid-game in a new system. Thanks!


Female NG Human (Ulfen) Cleric 5 | HP 32/53 RP 4/8 SP 4/4 Hero 1/3 | AC 23 TAC 20 | F: +8, R: +8, W: +11| Perc: +9, +1 Initiative

I am attending Geek Girl Con this weekend, providing introduction and demos for all three systems. It is a much longer day then I expected so I may not make a post tomorrow.

Please feel free to bot me if needed.

I hope you are all enjoying the weekend.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

No worries. Have a good con!

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

Sorry for the delay. Meant to get a post up this morning and ran out of time.


Female NG Human (Ulfen) Cleric 5 | HP 32/53 RP 4/8 SP 4/4 Hero 1/3 | AC 23 TAC 20 | F: +8, R: +8, W: +11| Perc: +9, +1 Initiative
Banterknell from gameplay thread wrote:


Does bless require a concentration action every round? I was thinking the bless would be active even when I used all three actions for things other than inspiring. Otherwise the scrolls were a waste.

I believe the duration is by concentration, yes. Most things are these days if they have a duration at all.

The scroll could still be useful as a counter to Bane if the situation should arise.

Starting Inspire Courage just before the combat begins would be appreciated.

I will start Bane and maintain it as long as I can.


Female NG Human (Ulfen) Cleric 5 | HP 32/53 RP 4/8 SP 4/4 Hero 1/3 | AC 23 TAC 20 | F: +8, R: +8, W: +11| Perc: +9, +1 Initiative

To clarify Clara's intent:
a) before the event begins - heal any party members that need it. Once they let me know I will track the use of healing.
b) immediately prior to rounds, cast bane. This provides a 30 ft aura where "Divine censure makes it difficult for your enemies to attack. Targets take a –1 conditional penalty to attack rolls."
c)co-operate with any position changes my teammates desire


N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

OK. Scroll is out. BK does have an oil of potency which he would never bother to put on his own weapon. Who's weapon would be a good recipient?


N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

This is really starting to suck. Every spell I cast gets saved against, every attack I do misses, and now I get critted the first time I'm attacked. BK is truly nothing but a comedic figure.


HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9

I absolutely feel you. I have a character in another game that hasn't been able to do anything. He just rolled a nat 1 on his best save and is paralyzed for 4 minutes...

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

Sorry Banterknell, it sucks the way this worked out with them beating you in initiative and then critting on the first attack. For right now, though, the rules of engagement here say that, because you are below 50% hp, you need to stand down (meaning no longer participate in the combat, including casting from the woods) or make a deception check to hide the severity of your wounds.


N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

I forgot about that. BK will go an nurse his wounds.


Female NG Human (Ulfen) Cleric 5 | HP 32/53 RP 4/8 SP 4/4 Hero 1/3 | AC 23 TAC 20 | F: +8, R: +8, W: +11| Perc: +9, +1 Initiative

Just catching up and haven't read all the way through yet, but Bane was in effect which means all their attacks were -1. I believe that should mean no crit on Banterknell.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

You're absolutely right, I had forgotten that. Banterknell, you can ignore the crit damage I rolled, and stay in the fight. Do you want to use your posted action, or update it?


N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

Use the posted action. It's the fair thing to do.


N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

Yea! They missed a ST. Now if it will only botch the concealment check. Is it a -4 or a -5 for a second attack? I thought it was -5 but I noticed the minotaur taking a -4. I looked in the rules but could not find it in the three places it talked about strikes that I found.

Edit: Found it under multiple strike penalty. It is -5. So why was there a -4 instead of a -5 on the second attack?

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