GM Rednal's War of the Burning Sky (Inactive)

Game Master Rednal

The Town of Seaquen


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*Staaaaaaaaaare*


Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

...we both know I have access to the Badger Gun.

And I needed to send this one via PM since it involved a PDF, and I'm hesitant to share those in public, because I might get sued and then they'll take away my Tower of Games consoles.


Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

OK, here's Umbriak's update. I'll update his actual profile once this gets approved.

HP +12
BAB +1
Saves - +2 Will
Automatic Bonus Progression - Deflection +1

5th Level Feat - Greater Weapon of the Chosen

Barbarian Class Features
+2 Rounds of Rage

Tattooed Sphere Wizard
+3 Spell Points
Create Spell Tattoo - Essentially Scribe Scroll, but with tattoos. Replaces Scribe Scroll.
Divination Specilization - Tactician Subschool
Preempt Fumble - Force a failed to Hit or Save to be re-rolled, and accept the new result. Usable 3 per day plus Umbriak's Wisdom Modifier.
Share Information - Umbriak Shares all information he gains from the Divination Sphere.
Divination Sphere - Divine Magic, Divine Life, Divine Shaperchanger
Fast Divination x 2

Skills: Perception +1, Diplomacy +1, Intimidate +1, Craft (tattoo) +1
Background Skills: Craft (Tattoo) +2

Favoured Class Bonus
+1 Round of Rage

~~~~~

Rebuild Notes
I've Replaced VMC Cavalier with Nature Magic Gaining Know Direction and Create Water as spell like abilities.
Barbarian Archetype - Berserker.

Martial Tradition - Dwarf Berserker
Equipment - Armour Master and Dwarven Heritage
Berserker Sphere
Duelist Sphere

Berseker Sphere
- Savage

Duelist Sphere
- Leg Cutter
- And Stay Down!

Casting Tradition - Servitor
Magical Signs (Smoking Tattoos)
Focus Casting (Greataxe)
Emotional Casting
Easy Focus


Looks good. ^^


Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

Profile has been updated. Is there a way of making Umbriak's sphere of might stuff work on Wisdom instead of Charisma? There doesn't seem to be a trait or such like in SoP, just multiclassing.


Practitioner modifiers are as written.

...

Possibly they figured the "fly into a rage" people were more "show your passion and wreck faces" than "be wise and considerate".


Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

Well, that's what they think! Sometimes flying into a berserk murderous frenzy is the exact right response. Like when someone takes more than the set number of items to the express lane, or parks in a disabled bay.


Merry Christmas! Each of you gets 4000 GP. ^^


Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

...Cha-Ching!

And merry festivities to you all.


Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

So shall we begin posting again, or are we waiting for something?


I don't think Farod's completed his levelup yet...?


Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

Ahhhh.


HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

Thanks!

@Levelup: I simply didn't get around to the cleaning up and the familiar thing.
But everythings in place, so we can progress, no problem. I'll have everything done ASAP.
Since the familiar is gonna be a figment anyway, I can aquire it as part of the traumatic episode...and unless we're heading right into the next combat situation, there should be no need to reference the 'un-cleaned-up' sections of the sheet.
Apologies for the wait. (As it was a complete rebuild to swap over to Paladin, dropping the Monk Dip, I did not paste level-up-notes, I simply re-build for the new level keeping everything as intact and close to the original as possible.)


Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

If I recall, I think Farod's player is a little busy right now, so shall we continue?


Oracle 5/Rogue 5 | HP:50/50 | AC: 22 / T: 15 / FF: 18 | Fort: +4, Ref: +9, Will: +6; +4 vs. disease, +1 Ref vs. traps | CMB: +2, CMD: 17 | Init: +4, Perc: +11 (+13 for traps)
Active Effects:
  • Armor (1 hour)
  • Daily Abilities:
  • Armor (hrs) 4/5
  • Oracle Spells 1st: 7/7, 2nd: 4/5
  • My little dude's comfortable where he is apparently. Induction is scheduled for Thursday, though he could come sooner of course.


    HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

    Aye, busy with going back and forth to the hospital and keeping the first kid in operational shape with the primary provider hospitalized.
    Gonna pick them up tomorrow and bring them back home, so that's when things should...'relax' a bit. Not on the grand scale of things, but it'll still be simpler than those past few days :)


    Well, here's hoping the games remain a welcome source of fun and relaxation when you want them. ^^


    HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

    @Source of Fun and relaxation: Most definitely...some more things came up, but things are settling down now :)
    And I very much enjoy my 'time off' with pbp.

    That said, I was wondering about Umbriaks Dryad-Stick.
    If I raise Profession(Gardener) next level, could we try raising a Sapling or two from it? :)
    The mechanics behind it seem fun, it's a pity it's single-player.

    I understand that is for balance reasons, but with ABP, would it REALLY break things?
    Diplomacy to sway GM: 1d20 + 9 ⇒ (1) + 9 = 10 Guess so. Figures.


    Well, you're certainly welcome to try it if you think it might work. 8D And who knows what higher-level effects it might have? (...Besides me.)


    HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

    *pokes birdy*
    I know Vincent posted ;)


    Oracle 5/Rogue 5 | HP:50/50 | AC: 22 / T: 15 / FF: 18 | Fort: +4, Ref: +9, Will: +6; +4 vs. disease, +1 Ref vs. traps | CMB: +2, CMD: 17 | Init: +4, Perc: +11 (+13 for traps)
    Active Effects:
  • Armor (1 hour)
  • Daily Abilities:
  • Armor (hrs) 4/5
  • Oracle Spells 1st: 7/7, 2nd: 4/5
  • Oops! Missed that others had posted already, sorry.


    HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

    Just checking, is the weather better again?
    A while back, there was that "-2 on ranged attacks until further notice" - thing...but that's been a couple days at least so with the current description not including torrential downpour, northern mists, or sudden desert thunderstorms, I figured that may be in the past, but wanted to check if it's ok to remove the conditional modifier from the statline again.


    HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

    Aside from the weather: It would be tempting to offer Haddim for the Pot. No can do, but the thought definitely crossed my mind.


    Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

    It's a nice idea but they'd never accept. Too old, gamey and bitter.


    Probably, yeah. XD


    Oracle 5/Rogue 5 | HP:50/50 | AC: 22 / T: 15 / FF: 18 | Fort: +4, Ref: +9, Will: +6; +4 vs. disease, +1 Ref vs. traps | CMB: +2, CMD: 17 | Init: +4, Perc: +11 (+13 for traps)
    Active Effects:
  • Armor (1 hour)
  • Daily Abilities:
  • Armor (hrs) 4/5
  • Oracle Spells 1st: 7/7, 2nd: 4/5
  • Quick question, are the very nice and not dangerous at all ladies still away from shore, or have they reached the land yet? Roughly how far?


    HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

    Well, I was honestly more worried about Haddim not accepting.
    If the ladies gave us freedom of choice, that's their fault.
    Would still be at odds with my moral agenda...

    @Tchakar: Since they were "...going to be ashore in a few seconds." and we kept talking with them afterwards, I think it's pretty certain they are at the shore or at least next to it meanwhile.
    I second the question regarding distance.


    Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

    Yeah, I suppose I should know if they're within Leeroy Jenkins range.


    Oracle 5/Rogue 5 | HP:50/50 | AC: 22 / T: 15 / FF: 18 | Fort: +4, Ref: +9, Will: +6; +4 vs. disease, +1 Ref vs. traps | CMB: +2, CMD: 17 | Init: +4, Perc: +11 (+13 for traps)
    Active Effects:
  • Armor (1 hour)
  • Daily Abilities:
  • Armor (hrs) 4/5
  • Oracle Spells 1st: 7/7, 2nd: 4/5
  • I'm going to assume they've reached the shore, and if not, I'll adjust my actions.


    They're ashore. ^^


    Oracle 5/Rogue 5 | HP:50/50 | AC: 22 / T: 15 / FF: 18 | Fort: +4, Ref: +9, Will: +6; +4 vs. disease, +1 Ref vs. traps | CMB: +2, CMD: 17 | Init: +4, Perc: +11 (+13 for traps)
    Active Effects:
  • Armor (1 hour)
  • Daily Abilities:
  • Armor (hrs) 4/5
  • Oracle Spells 1st: 7/7, 2nd: 4/5
  • All set for the creepy ladies turns.


    Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

    Sorry for the confusion, not sure how that happened.

    Damage: 1d12 + 13 ⇒ (7) + 13 = 20


    HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

    @Tchakar: No, you cannot ready a charge without shenanigans.

    For example, Rhino Charge allows it.
    Just in case your stated or intended action depends on your ability to do that.


    Oracle 5/Rogue 5 | HP:50/50 | AC: 22 / T: 15 / FF: 18 | Fort: +4, Ref: +9, Will: +6; +4 vs. disease, +1 Ref vs. traps | CMB: +2, CMD: 17 | Init: +4, Perc: +11 (+13 for traps)
    Active Effects:
  • Armor (1 hour)
  • Daily Abilities:
  • Armor (hrs) 4/5
  • Oracle Spells 1st: 7/7, 2nd: 4/5
  • I asked because of this part of the charge rules:

    Charge wrote:
    If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

    Since I'm slowed, I'm limited to only a single standard action, and the Ready action allows you ready a standard action.

    If it doesn't work, that's no big deal, I just don't have any good use for my turn since running blind into a ball of darkness sounds like a good way to get plucked.


    Charging and the ability to do so as a Standard Action is pretty weird. XD I feel like they were trying to ward off Pounce-style mechanics or abuses where people would move, then charge and attack, effectively getting a free extra attack action out of it.


    HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

    Well, but the point is this:

    Charge wrote:
    Charging is a special full-round action that allows you to move up to twice your speed and attack during the action.

    while

    Ready wrote:
    You can ready a standard action, a move action, a swift action, or a free action.

    The part where if you can only take a standard action allows you to charge does not change the action type.

    It STILL is a full-round action, albeit one you can, under very specific circumstances, take if you are restricted to only a standard action.
    Note that it does not state that you can charge as a standard action. Only that you are allowed to do a special charge if limited to a standard action, but without changing the action type required(so it's still a full-round action and the other limitations still apply).

    :)


    In summary: Charging is weird.


    HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

    Yeah, as said in the other game, imho it's really an oversight you can't tackle someone at the end of the charge. There really should be an option to initiate grappling - like, use all that momentum to bring them down.
    or, with your words: Charging is weird.


    Oracle 5/Rogue 5 | HP:50/50 | AC: 22 / T: 15 / FF: 18 | Fort: +4, Ref: +9, Will: +6; +4 vs. disease, +1 Ref vs. traps | CMB: +2, CMD: 17 | Init: +4, Perc: +11 (+13 for traps)
    Active Effects:
  • Armor (1 hour)
  • Daily Abilities:
  • Armor (hrs) 4/5
  • Oracle Spells 1st: 7/7, 2nd: 4/5
  • Mmmmk, hence the asking of questions. I don't have anything particularly useful to do right now since I'm slowed and can't deal with the darkness. New post is up and ready for GM actions.


    Oracle 5/Rogue 5 | HP:50/50 | AC: 22 / T: 15 / FF: 18 | Fort: +4, Ref: +9, Will: +6; +4 vs. disease, +1 Ref vs. traps | CMB: +2, CMD: 17 | Init: +4, Perc: +11 (+13 for traps)
    Active Effects:
  • Armor (1 hour)
  • Daily Abilities:
  • Armor (hrs) 4/5
  • Oracle Spells 1st: 7/7, 2nd: 4/5
  • With a wall of stone bisecting the darkness, is there a side not dark? Anything new we can see/reach?


    It did cut out about half the dome, yes, making it not-dark... and drastically reducing the range where your targets could be hiding. ^^ Lowers the Perception difficulty there.

    ...

    Some stuff is, uh, harder to work through pure text than tabletop visuals. o wo;


    HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

    @Active Perception: No worries, just didn't catch that I was unsuccessful - I figured even if they are silent, I might have heared Umbriak.

    No feedback could mean it's disregarded because it failed and there's no further impact of the action, or it could mean you missed it *shrug* Just wanted to make sure the former was the case.

    That said, I really DO wonder what Haddims deal is. He wields some high-level magics...but he's like, tagging along the way he is.
    (I'd at least have expected him to get himself some Overland Flight and go for a Baron Harkonnen theme) :)


    There's a very good reason why he is the way he is. XD I'm watching to see if you guys ever figure it out.


    HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

    So, relax, sit back on that couch, and tell me about Krystin's mother?

    I am pretty certain he didn't get full custody of the child because of his charming personality.


    Snkahahahahahahahahahaha.


    Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

    I would like to know more. Out of character it's pretty clear he's got some kind of mental control over Kyrstin, which might explain why he doesn't like spending high level slots if that needs casting more than once a day or he fears it being dispelled, but I can't grasp what would make someone brain control there own kid. I mean, my teenager is being a bit awkward right now, but robbing him of all free will has never been an idea...


    HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

    I've been absent these past few days for medical reasons.
    Apologies for any inconveniences that may have caused.
    I am still recovering, but hope to catch up and get back to posting again soon.


    Oracle 5/Rogue 5 | HP:50/50 | AC: 22 / T: 15 / FF: 18 | Fort: +4, Ref: +9, Will: +6; +4 vs. disease, +1 Ref vs. traps | CMB: +2, CMD: 17 | Init: +4, Perc: +11 (+13 for traps)
    Active Effects:
  • Armor (1 hour)
  • Daily Abilities:
  • Armor (hrs) 4/5
  • Oracle Spells 1st: 7/7, 2nd: 4/5
  • Get well!


    HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

    If it was "a little" above Tchakars roll, I would like to point out that my Survival-Roll was an assist for his...so +2 for a total of 20, rather than 18.

    Just saying on the off-chance it makes a difference.


    I was counting your roll as an Assist. o wo b

    (It takes time to ask about things like that, and PbP is slow enough as it is, so I usually assume rolls from multiple people are "lower aids higher" to save time. XD It's not always enough to hit a DC, of course, but I do try to give every reasonable opportunity for success - and that means assuming you're cooperating with each other if you can.)

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