GM Infinity: Crypt of Everflame, Wizard Party [Completed!] (Inactive)

Game Master mishima

How many magic mouths does it take to win the game?


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Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

How so?


Can zoom in much farther before the image gets pixelated. Compare the quality here to the habitat dome map from Iron Gods for example.


Heading out for 4th celebrations now, bringing a set of pathfinder skeleton minis to explode with my son. Cheers all, 4 or 5 hours likely


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness

FYI, I have a deadline next week, plus I'll be traveling over the weekend, so my posting may be spotty until then. Please feel free to GMPC me if need be.

Dark Archive

male

so I was just reading the "Using Skills" portion of the PRD... and i found this:

the PRD said wrote:
"If the skill you're using is a class skill (and you have invested ranks into that skill), you gain a +3 bonus on the check."

and i thought... no-one ever does this! or if they do, then they just spend skills elsewhere...


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness

No one ever does what? Add +3 to the check?

Dark Archive

male

yeah, i don't ever see anyone do that... or at least I don't


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Everyone does this as far as I know William. Its how your skill levels are calculated.

Dark Archive

male

*reads a bit more* Oh... my bad... nevermind then :)


Yeah, first level skills are usually something like

+1 rank +3 class bonus +ability bonus +misc = total skill bonus

People include it in their char sheets under "skills", not in the actual roll, if that's what you meant.

This replaced what was going on in 3/3.5, where you had more skill points and could typically purchase 4 ranks at level one (if it was a class skill and the skill cost 1 point) so you'd have like

+4 ranks +ability bonus +misc =total skill bonus (3/3.5 ed)

So that's how its similar to before.


Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3

Yeah, its why I have higher bonuses to knowledge and Spellcraft checks than perception.

Dark Archive

male

yeah, I'm just relatively new to pathfinder, so darn used to 3.5... but as i read more, i get more.


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness
Medghar Relagh wrote:
Yeah, its why I have higher bonuses to knowledge and Spellcraft checks than perception.

And also why traits that give you a class skill that you don't normally have are good. I took "Seeker" for that very reason.


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Yep. I too seem to be seeking something. :)


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

As a devout, because his Mum made him be, follower of Abadar, Erald was privileged to spent sometime in the City watch, entirely voluntarily - anyone who says that it was community service for stealing a barrel of ale and getting all of the adolescents of the 4th ward roaring drunk is a total snitch.

Which is to say I tool Eyes and Ears of the City to get Perception as a class skill.


Hem, made a sensor icon if you want to be placing it from now on. If not no big deal.

Erald, I seem to have misplaced Bezoar's pawn...


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

Added :)


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

I am headed to a local con this afternoon and will be gone through Sunday. I am unsure how much time I will have to post or if there will be good internet. Please bot me if needed.


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness
GM Infinity +1 wrote:
Hem, made a sensor icon if you want to be placing it from now on. If not no big deal.

Thanks! Because I have a very limited time to use it, however, I only use it for 1 round at a time.


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4
Og Booklover wrote:
I am headed to a local con this afternoon and will be gone through Sunday. I am unsure how much time I will have to post or if there will be good internet. Please bot me if needed.

This :)


Mystery solved. Now...is Og the type of guy who would grapple a burning wood golem...


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

A golem maybe, a burning golem? Probably not?


Yeah just kidding ;) Its way too high CMD even if it wasn't burning.


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Hi all. I am back. This con was a t a 4H convention center with NO wifi at all and no reasonable cell signal (sometimes random texts would sneak in but not even daily. So strange these days being disconnected from the world for 3 or 4 days.

I see that I am 60 posts behind. Will be catching up asap. And Og will not likely be grappling any burning golems at least intentionally. :)

Dark Archive

male

speaking of burning golems, I once had a gnome gunslinger in a game I DM'ed in real life who decided he should try to hug a flaming demon because it might be nice. of course he was carrying two kegs of gunpowder because the party had just gone on a shopping spree. he killed the demon, the cave, and everyone in the party except the monk and the rouge who both had evasion.


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

And that is just one more reason to keep your guns out of my fantasy games. :P


Way of the Gun


Also, this. How could you not want that to be part of your fantasy games? :)


So guys, I've noticed post frequency has dropped quite a bit as of late. Part of this surely is me being in class all day recently. This class ends tomorrow and afterwards, I will be on summer break for another 3 weeks.

Still, just wanted to ask if there is anything I can do to make the game more enjoyable or engaging at this point.


Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3

I am enjoying the game, but I will think about the question and get you an answer when I get off of work.


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

I think post frequency is down now because of the turn order of combat. I have been waiting to post my turn for some time - Since Wednesday morning actually.


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness

Sorry, still working on my deadline. Please feel free to GMPC me if needed.


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

I think its fine, the game is still faster than the majority, and it feels more like a natural pace than we are being kept waiting :) And +1 on turn order for combat to.


Cool, so do you guys want to further modify how we do initiative? We could just do a single roll for all enemies when there are multiple like this and PCs roll individual. It would make combats like this feel more like the shadow or golem, timing wise.

Pro's:
All PCs act and then I can post. Then all PCs act again.

Con's:
Monsters all attack at once, perhaps increasing challenge.


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

Might be sensible for multiple enemies that are the same like this.


Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3

Perhaps split them by type? Also, I promised to think and then give an answer. I think part of the problem with this AP in general is it's lack of interactivity with the bad guys, at least so far. The only time we have had a potential foe talk with us was that frightened villager that William stole a MW crossbow from. Other than that, everything has been mindless boxes of aggression or trap mechanics (which, to be fair, have been a bit cooler imo). I get that intellegent undead would probably shred through any level one or level two party (and more than likely twice as fast through ours) but it does make non-violent solutions less possible. Heck, I would even take a cultist or a greedy technomancer that we can at least talk with prior to gutting.

Not asking that the AP be changed or deviated from, just my two cents on where it could have (perhaps) been improved upon.


I agree its quite hack n slash, I really just wanted to do a quick mod to see a wizard party in action. Honestly, it isn't really different than a normal party from my perspective.


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

Well we aren't all really built as standard Wizards, I think to really get the effect we would probably want to be 5th to 7th level when you can really use magic to overcome problems. At this point most Wizards are basically crafty crossbowmen with worse armour and a few spells :)

Have any of you ever read Tales of Wyre? that is always the Wizard game and DnD/PF game I have wanted to play. I bring it up because Wizards are a huge part of it, and its the best example of high level play working, and RP, I have ever experienced (also in the very faint hope one of you will be moved to attempt the Herculean effort to run such a Campaign). They start off at 14th level, I think, and its a novel length - and then some - account of the awesome with heaps of RP that for the most part relies upon decision making and RP rather than combat; Although when they do come the combats are downright spectacular. Better than most published fantasy novels IMO.

Also Mostin the Metagnostic the Wizard Gnome Alienist and his perpetual dancing upon the line between genius and madness as he delves further and further into the Lovecraftian mysteries with his pseudonatural betentacled hedgehog familiar is worth the price of admission on his own - though of course its free.


Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3

Not I, though it sounds cool. Truthfully I have never tried to GM a game, not sure I have that certain something. Even if I did and had the time, the only one I own is the anniversary edition of RotRL.


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness

Dungeon crawls can make for challenging PbP games, as there is very little interaction with the environment, which is where these kinds of games really shine. Having good intra-party interaction makes up for a lot of this.


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

Combat again becomes problematic for that since you feel silly having long conversations in a six second round.


Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3

Now now Erald, my friend... let us not forget the plethora of video games and plays that have 5 minute death monologues for wounds/fatal actions that, in reality, would probably be lethal in 1/3rd that time. Which notes two things:
1) Precedent.
2) The simple and sincere fact that we play fantasy type games, and consume fantasy type media, because we inherently want to know what is going on in the heads of people as they face the grim reality that they have moments to live.

On that second point, we waive reality's mundane rules on the premise that we think that fast, so we know the thoughts could be happening... it is suspension of disbelief in order to achieve a more satisfactory narrative. Heck, why else would any of us voice the inner thoughts of our characters in italics? We, as the puppet masters, want to know, even though it cannot affect how we play our puppet's actions. It enhances the story for both the teller of the moment and the audience, even though it does not add a whit of concrete narrative from our character's perspective.


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

LOL, well I cannot really argue with that Medghar!

Can William actually control 2 Undead? Command Undead is normally limited to your level of HD.

Dark Archive

male

yeah it is.. it's like twice your hit dice i believe. let me check

Dark Archive

male
Quote:
You can control any number of undead, so long as their total Hit Dice do not exceed your cleric(wizard) level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

here's what the feat says, so unless the skellitons have less than one hitdie, than i only control one of them...


Yep you're right, I was confusing hit die with CR. Lets just roll with it, I didn't have a lot of time this morning to sift through rules. It was indeed cha mod for the DC as well. In the future we'll follow the rules.


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

I swear there is an ability or something that lets you control twice your level, but it currently escapes me.


Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3

So roll for HP or take average?


Do best of roll or average.


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

Hit Points: 1d6 ⇒ 5 Noice

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