GM Rednal's Northlands Saga Complete (Inactive)

Game Master Rednal

Map

Online Access to Spheres of Power Rules


651 to 700 of 716 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>

That depends on what you've chosen as abilities. o wo But I like to allow time (when it's reasonable) to let you actually use anything you've picked up.


Fighter 1|Hp 2/20 | AC 18/20 w/shield| Fort +7, Ref +6, Will +5 | Per +5 | longsword +9 (1d8+4) | xp: 180

I can give everyone +3 damage on their first attack each round for 2 rounds. I'll do that with my last round of actions.

I've got other buffs but most of them are magic. If anyone wants any I'm happy to spend Asta's actions casting.

Otherwise, I plan on shooting.

Blommhilde, would it be possible to get some healing? I'm still down 15 hp.


Female Human Sentinel 6/Soul Weaver 6 | HP 90/90 | AC: 19, T: 11, FF: 19 | Fort: +10, Ref: +7, Will: +10 | BAB: +6, CMB: +10, CMD: 20, M.Attack +12(1d12+7) | Init: +3 | Perception: +12 | SP: 9/12, Res.Points: 5/6, Channel 9/9

Sure, healing coming.

EDIT: Nevermind, just thought that using sorcery so close to potential enemies is possibly not a good idea. I'll channel if we come to blows, and remember that I specialize in area denial and lockdown, so staying behind me can be safer.

RE-EDIT: Nevermind the first, I re-read and they are clearly hostile. Healing and blessings coming.


Yeah, casting in friendly towns could be a problem. Casting in places full of enemies? Less so.


Fighter 1|Hp 2/20 | AC 18/20 w/shield| Fort +7, Ref +6, Will +5 | Per +5 | longsword +9 (1d8+4) | xp: 180

Work is giving me a kicking at the moment. I'm probably not able to post before Friday, so bot me as needed.


Female Human Sentinel 6/Soul Weaver 6 | HP 90/90 | AC: 19, T: 11, FF: 19 | Fort: +10, Ref: +7, Will: +10 | BAB: +6, CMB: +10, CMD: 20, M.Attack +12(1d12+7) | Init: +3 | Perception: +12 | SP: 9/12, Res.Points: 5/6, Channel 9/9

@Sigurd: A day passed since the hunt, if you didn't factor that.

GM Rednal wrote:
As dawn broke the next day, your ship resumed sailing up the coast, passing by what must have been thousands more seals.


Fighter 1|Hp 2/20 | AC 18/20 w/shield| Fort +7, Ref +6, Will +5 | Per +5 | longsword +9 (1d8+4) | xp: 180

Sick!

I hope to get caught up today, but I may just nap.


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

I dare-say you could update. Your last update basically told me to roll, which I did. I may be mistaken, but the others may have forgotten the necessity of filler posts and have nothing new to add(as there is no new information gained until we know if the pillars are affected)


Fighter 1|Hp 2/20 | AC 18/20 w/shield| Fort +7, Ref +6, Will +5 | Per +5 | longsword +9 (1d8+4) | xp: 180

Hi All,

Sorry I've been absent, had a pet die last week and then a job interview yesterday, so life's been pretty hectic. I'll get caught up now...


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

Sorry to hear about that.
I know losing pets can be hard.
But I do hope the job interview went well.
I'm torn between mournful condolences and up-beat well-wishy-ness.
But yeah, both of those mixed pack of feelings go out to you.


Fighter 1|Hp 2/20 | AC 18/20 w/shield| Fort +7, Ref +6, Will +5 | Per +5 | longsword +9 (1d8+4) | xp: 180

Haha, thanks, Sigurd. My kitty was old and ill, so it wasn't a surprise. Still sad though. And the interview went well, but you never know who you are up against and in academia, there's always a second (and sometimes third) interview, so...


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

How can we not attack one simultaneously? Supposedly we saw something frozen in them- so it seems at least a 5-foot space seems approbiate for it. If they are in tri-force location, that gives us at least 5 spots to attack one from, if they line up, even more. If it's larger than 5-foot, even more space should be available.

I know Eydis labelled it with the 3 pillars, but I kinda expected we're trying to bring ONE down at a time, focusing on it to overcome it's regeneration.
The real question being if our average damage output per round is higher than the DR+fast-healing of the pillar...


Female Human Sentinel 6/Soul Weaver 6 | HP 90/90 | AC: 19, T: 11, FF: 19 | Fort: +10, Ref: +7, Will: +10 | BAB: +6, CMB: +10, CMD: 20, M.Attack +12(1d12+7) | Init: +3 | Perception: +12 | SP: 9/12, Res.Points: 5/6, Channel 9/9

I kind of thought we were, to be honest.


From the way some of that was written, I thought there was a bit of pivoting between to attack each pillar one after the other? The one you did focus on is definitely more harmed than the others, though.


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

My own left-right sequence simply accounted for wielding 2 throwing axes.
So left hand, right hand.
Twice.
Not left pillar, right pillar.

Point being: We can post another couple rounds of attack and attempt to bring down a pillar, explicitly stating that we focus on it.
But do we get the feeling that could work? Or not? Just hacking away for a minute like madman when it's healing faster than we damage it seems...stupid.


You get the feeling that enough damage will bring it down - it's just very hard and heals very fast. It is, however, quite doable.

...

Yidhra says that we should probably just agree that you do it if it's what you want to do, rather than rolling. XD Takes too long in PbP.


Fighter 1|Hp 2/20 | AC 18/20 w/shield| Fort +7, Ref +6, Will +5 | Per +5 | longsword +9 (1d8+4) | xp: 180

Coolio! Let's bring one down and see what happens!


Female Human Sentinel 6/Soul Weaver 6 | HP 90/90 | AC: 19, T: 11, FF: 19 | Fort: +10, Ref: +7, Will: +10 | BAB: +6, CMB: +10, CMD: 20, M.Attack +12(1d12+7) | Init: +3 | Perception: +12 | SP: 9/12, Res.Points: 5/6, Channel 9/9

Then, by Yidhra, let's apply irresistible force to an immovable object.


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

Aye, I was hoping Yidhra would come to that conclusion if we manage to out-perform the Pillars regenerative and protective capacity.

So, one more vote for ending pillar 1 as pillars 2 and 3 can watch in horror the fate that awaits them shortly, as well.
(If we can prove it works, the strongest crew members of our expedition can be asked to come forward armed with the heaviest two-handed weapons we have, and join our efforts - should speed up the process for those if we decide to proceed)


Well, I mean, of course I would. I'm the smart one behind the GM screen, and I know it's kind of dumb to spend tons and tons of time asking for rolls when A) We've already done that, and B) It's really just wasting time. o vo~ That's not exactly fun, and this game has plenty of real challenges without trying to make this any harder than it really needs to be.


Fighter 1|Hp 2/20 | AC 18/20 w/shield| Fort +7, Ref +6, Will +5 | Per +5 | longsword +9 (1d8+4) | xp: 180

Hi all, my sincere apologies for the absence. A combination of traveling for the holidays, sickness running through my family, and a second interview in San Diego this coming Wednesday (and the associated prep - academic interviews are one or two day marathons) has left me stressed for time.

I plan on being back in action on Thursday or Friday. Please bot as needed.


Gotcha. ^^


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

*pokes Asta once she is back*


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

*poke Bloomhild+Asta*


Fighter 1|Hp 2/20 | AC 18/20 w/shield| Fort +7, Ref +6, Will +5 | Per +5 | longsword +9 (1d8+4) | xp: 180

So we moving north raiding then?

I'm headed to Colombia for the holidays and will be back 1/3. I expect to have wifi, but posting may be spotty. Please bot as needed.


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

Level 6:

+12 HP
+1 BaB
ABP Attunement +1/+1 Both of the final set of throwing Axes are now +1.
+1 all saves from level, another +1 from ABP-Resistance
+1 Natural Armor from ABP
+1 Social Sense
+1 Bravery
+1 Refined Education Bonus on selected Skills

Automatic Feat Progression: Improved Two-Weapon Fighting

Fighter Bonus Feat: Combat Reflexes
Automatic Feat Progression: Shielded Gauntlet Master
New Sphere: Shield Sphere
=> Combination of the above 3: Aside from a special bonus Attack of Opportunity from the previous Feat in the Line, it effectively makes my gauntlets/bracers count as a buckler, and I don't lose their AC even if I wield and use weapons in the hand(similar to unhindering shield). Shield sphere allows me to use up to 6 Attacks of Opportunity to add 1(buckler)+0(enhancement/attunement bonus)+2(base shield sphere)+1(1 per 4 bab) => 4 shield AC.
I will keep track of it, but assuming that I will mostly NOT be targetted by more than 6 attacks, and that shield bonus is irrelevant if flat-footed(i need to be aware of the attack to use this), I'll simply add the flat +4 shield AC to the regular stat-line.

Rogue Talent: Resiliency (Ex): inmediate action when brought below 0 HP to get 2xLevel in temporary HP that can stop me from dying and last a minute
Rogue Talent(Favored Class Bonus): Favored Terrain(Cold) - +2 on initiative checks and Knowledge (geography), Perception, Stealth and leaving no trail in ice, glaciers, snow, and tundra.

Skills: 8(class)+1(int)+2(trait)+1(skilled)+2(Background)

Background:
+1 Profession(Soldier)
+1 Profession(Sailor)

Spheres-Granted:
+1 Acrobatics
+1 Swim
+1 Climb

Regular:
+1 Bluff
+1 Perception
+1 Sense Motive
+1 Survival
+1 Linguistics(attempting to learn rudimentary communication with the locals - understand the basics - whatever their language is called.)
+1 Diplomacy
+1 Heal
+4 Use Magic Device (learn to reliably use the artifact wand borrowed from the dead...if it recharges.)
+1 Stealth


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

+1 BAB
+9 HP
+1 Reflex, Fortitude, Will
ABP - +1 Shield, +1 Resitance, +1 Natural Armour

Warpriest Bonus Feat - Vital Strike

+1 Warpriest Caster Level - Great Blast Talent.

+1 Incanter Caster Level - Revitalize Talent.

Skills - Perception +1, Heal +1, Survival +1
Bonus Skills - Handle Animal +1, Profession (Sailor) +1.


Both of you look good. ^^


Female Human Sentinel 6/Soul Weaver 6 | HP 90/90 | AC: 19, T: 11, FF: 19 | Fort: +10, Ref: +7, Will: +10 | BAB: +6, CMB: +10, CMD: 20, M.Attack +12(1d12+7) | Init: +3 | Perception: +12 | SP: 9/12, Res.Points: 5/6, Channel 9/9

Level 6:
+1 BAB (gain an iterative attack)
+15 HP
+1 to all saves
ABP: +1 to all saves, +1 to natural armor, +1 attunement weapon (I'll give it to Fellfrost for now)

+6 skill points (and I just notice that I never allocated those from my Favored Class Bonus, so I should also have 6 more)
+1 Heal
+1 Knowledge(arcana)
+1 Intimidate
+1 Perception
+1 Sense Motive
+6 Knowledge(religion)

+1 Linguistic (learning to read)
+1 Profession(sailor)

Sentinel:
+1 combat talent: Guardian Sphere - Cold Iron Call
+1 DR, bringing me to 2/-
Counter Critical (can expend martial focus when critically hit and roll attack, if it's higher than opponent's confirmation the critical hit is negated.

Soul Weaver:
+1 magic talent (CL 4) Life Sphere - Break Enchantment
+1 use of Channel Energy


Fighter 1|Hp 2/20 | AC 18/20 w/shield| Fort +7, Ref +6, Will +5 | Per +5 | longsword +9 (1d8+4) | xp: 180

Back in town, will get caught up ASAP.


Fighter 1|Hp 2/20 | AC 18/20 w/shield| Fort +7, Ref +6, Will +5 | Per +5 | longsword +9 (1d8+4) | xp: 180

+1 BAB
+11 hp
+1 all saves
ABP: +1 saves, +1 natural armor, +1 attunment weapon (bow)

+12 skill points (6 base, 1 human, 1 favored class, 2 background, 2 spheres)
+1 climb
+1 craft (ships)
+1 craft (weaving)
+1 diplomacy
+1 heal
+1 knowledge (nature)
+1 perception
+1 profession (sailor)
+1 sense motive
+1 stealth
+1 survival
+1 swim

+1 combat talent (harangue)
+1 ranger feat (point blank master)
+1 secret (infuse other)
+1 caster level
+1 talent
+1 spell point


You all look good. ^^


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

Out of curiosity, are we SUPPOSED to show up with an army there?

I figured army logistics was a major problem back in those days, and we are travelling far inland with no supply lines to speak off. And in the cold.
General Winter defeated a number of armies...

That is to say: I figured marching the locales across the frozen wastes would not be a tactical option because a large group could not possibly forage enough to maintain combat readyness for more than a few days...but if there's going to be a mass battle in front of the temple and we're supposed not to overthink things, then by all means, let us take them with us...


Well, let me put it this way... the book specifically addresses the idea. XD It is certainly a possible tactic.


Female Human Sentinel 6/Soul Weaver 6 | HP 90/90 | AC: 19, T: 11, FF: 19 | Fort: +10, Ref: +7, Will: +10 | BAB: +6, CMB: +10, CMD: 20, M.Attack +12(1d12+7) | Init: +3 | Perception: +12 | SP: 9/12, Res.Points: 5/6, Channel 9/9

I say we bring the troops: it's possible that the locals will have food, and we stockpiled quite a lot before raiding.


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Eh, who are we to deny our people a chance for glorious combat, glorious plunder and a glorious death?

...other than the protagonists.


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

If it's sensible, then by all means, we march at the head of an army.

@Food+Stockpiles+Winter: Sure on all that. I figured they were usually too busy not freezing to death and generally surviving - rather than go to war. They have no proper iron, no wood, no ships - I did not expect they would understand the logistics involved in warfare is all.
And despite their primitiveness, Sigurd is not quite willing to consider them an expendable resource the survival of which is optional - he wants them to act as a firm bastion against the return of the Cannibal God in the future.


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

Just to get this right, we were not doing Init, they simply automatically made first turn?
So they were out of melee range, but we closed into melee range and let them get first strike?
I need to ask, because then in the next mass battle, I'll hold the charge so that they close the distance and we get to go first instead.
(Getting a Full attack is nice, but so is alpha striking...)


It'd be more accurate to say that you were in Initiative long before you actually clashed - no real surprises at the distance you closed from. Since we use block initiative, though, you easily had the opportunity to take actions... and that's why you got a round. ^^


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

*rednal poke* we do have a full set of posts there. Just saying in case you checked gameplay after my previous post and thus now miss 1 or 2 of the expected number...

Also, I know I'm over a week late :/ and I wanted not to miss it this year - but a belated happy birthday to you!


I didn't, actually - but Paizo's schedule downtime threw a bit of a wrench into things. XD I expect to be fully back on track shortly. Also, thanks!


Fighter 1|Hp 2/20 | AC 18/20 w/shield| Fort +7, Ref +6, Will +5 | Per +5 | longsword +9 (1d8+4) | xp: 180

Happy birthday, GM Rednal!

I'm getting waxed at work this week. Should be better by tomorrow, but please feel free to bot.


Female Human Sentinel 6/Soul Weaver 6 | HP 90/90 | AC: 19, T: 11, FF: 19 | Fort: +10, Ref: +7, Will: +10 | BAB: +6, CMB: +10, CMD: 20, M.Attack +12(1d12+7) | Init: +3 | Perception: +12 | SP: 9/12, Res.Points: 5/6, Channel 9/9
Asta Ingedottir wrote:
I also have the below note regarding weapon finesse on my character sheet, but don't know/can't remember how much damage it provides. Is it like gaining slashing grace?
Spheres of Might wrote:
You may take this talent a total of two times. If taken a second time, whenever you make an attack using your Dexterity bonus on attack rolls and your Strength bonus on melee damage rolls, you may also add 1/2 your base attack bonus (minimum 1) as a bonus on that damage roll.

So you'd add 3 damage.


Fighter 1|Hp 2/20 | AC 18/20 w/shield| Fort +7, Ref +6, Will +5 | Per +5 | longsword +9 (1d8+4) | xp: 180

^ Ah, thanks for pointing that out! I couldn't for the life of me figure out why I had that written down.


Female Human Sentinel 6/Soul Weaver 6 | HP 90/90 | AC: 19, T: 11, FF: 19 | Fort: +10, Ref: +7, Will: +10 | BAB: +6, CMB: +10, CMD: 20, M.Attack +12(1d12+7) | Init: +3 | Perception: +12 | SP: 9/12, Res.Points: 5/6, Channel 9/9

I think I forgot to update my CMB and CMD last level: I have +6 BAB and +4 Str, so considering Guard Wall my CMD should be 22.
Also, it doesn't matter now but I didn't actually provoke, I'd forgotten the house rule about combat maneuvers.


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

You might want to update your Status Line then.

AFAIK Rednal goes by what's written in your status line, if you miss updating it or forget to reference an active buff in OOC, if he forgets about it it is disregarded for flow-of-play purposes rather than extensively retconned.

(I also forgot to designate my damage as magical - both of his named Throwing Axes are attuned, so maybe I would have bypassed the Bears DR after all. *shrug*)


Female Human Sentinel 6/Soul Weaver 6 | HP 90/90 | AC: 19, T: 11, FF: 19 | Fort: +10, Ref: +7, Will: +10 | BAB: +6, CMB: +10, CMD: 20, M.Attack +12(1d12+7) | Init: +3 | Perception: +12 | SP: 9/12, Res.Points: 5/6, Channel 9/9

I've updated it now, I'm good with either choice. I'd just like to know if I'm mauling a bear or being mauled by one.


Yyyyyyup. I go by what's actually in the posts - it's very hard to remember everything everyone did days or weeks ago in all of the many games I run, so I strongly encourage players to remember and write it out. Knowing you'll lose the buff if you don't actually include it is what we in the industry refer to as "incentive", which is why you are grappled (or, well, you were at the end of my last post - I haven't seen the new ones yet). PbP is slow enough as it is - if I have to constantly retcon things that people forget and then maybe other players want to change their actions because the situation's different, it just kind of devolves into a mess, y'know? XD; But by the same token, you get a few advantages to make up for it, like easier rerolls. So the format's harsher in some ways, but easier in others.

Personally, I suggest including your active buffs in OOC tags at the bottom of your post, and you can just copy/paste when making new posts. Add a duration tracker and boom, easy way to keep track of everything.

@Sigurd: They would not have bypassed its DR.


Female Human Sentinel 6/Soul Weaver 6 | HP 90/90 | AC: 19, T: 11, FF: 19 | Fort: +10, Ref: +7, Will: +10 | BAB: +6, CMB: +10, CMD: 20, M.Attack +12(1d12+7) | Init: +3 | Perception: +12 | SP: 9/12, Res.Points: 5/6, Channel 9/9

Roger that.
Also, I hadn't considered that both grapplers have -4 to Dex, so it would have still hit.


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

@DR: Guessed as much :) Just figured I should probably include the information, since I have 2 sets of throwing axes for "Throwing" that does regular damage and one set for melee butchery that is 'magical'.

May not be important now, but may be relevant in another situation - and I can't well explain how things work and then mess up myself :)

651 to 700 of 716 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM Rednal's Northlands Saga Complete Discussion All Messageboards

Want to post a reply? Sign in.