GM Sappy's Infiltrators - Dirty War
Game Master
Sapiens
May XX, 1942 - XXXXXX - Prague
Map of Prague
Combat Engineer Alchemist 6 | HP: 7/52 5NL | AC: 19 (21)P/19 (21)B (14 (16) Tch, 15 (17) Fl) | CMD: 19 (21) | F: +8, R: +11 (+13), W: +6 | Init: +4 | Perc: +11 | Bombs 9/11 | SP: 12/13 | Speed 30ft | Active conditions: 2 Negative Levels.
All three look pretty damn awesome, so I'd be good with whichever you pick.
| HP 41/41 | F +6 R +15 W +6 | PAC 18 BAC 16 T 14 FF 14 CMD 19 (+2 grap) | Init: +6 Perception: +7
I'd prefer the assassination but that is mostly because of my character's expertise.
F Japanese-American Human Eliciter 7 | HP 33/52 | F+6 R+6 W+9 | PAC 18 BAC 20 T 13 FF 16 CMD 17 | Init +6; Perception +7
Any of those sound like fun to me, although I'd only stick with Sam if you went with Czechoslovakia. Actually, for Transylvania, iirc you adapted Inquisitor to be an arcane caster? That could be kinda fun.
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Yep.
GM Sappy wrote: Upon examining the Inquisitor, I'd allow it with these modifications:
1) The spell list loses the alignment-based spells such as protection from evil. All spells are considered arcane and do not need a holy focus.
2) The inquisitor is proficient with all simple weapons and one martial weapon of choice.
3) The inquisitor can detect at will summoned monsters. This works as detect undead, but also reveals aberrations and similar monstrosities. This ability replaces detect alignment (but can be replaced by an archetype that replaces detect alignment).
| HP 41/41 | F +6 R +15 W +6 | PAC 18 BAC 16 T 14 FF 14 CMD 19 (+2 grap) | Init: +6 Perception: +7
Tomaz do you want to be driving or me? I believe we have the same bonus.
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I think you still have Dex damage from Hilde's spell, L.
Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)
Do we have line of sight to our attackers or do I need to cast trick shot?
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You have a good estimate of their position, but they have cover and concealment, since it's dark.
Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)
If they have concealment, shouldn't we also have such?
Would the trick shot spell actually help?
I still have my explosive shot deed, but I'm just looking at my options
Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14
What distance from the enemy are we looking at for each turn?
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@Pierce: You would have concealment. That's why I said they must have some sort of vision enhancers. The trick shot power states that "this ability has no direct influence on an attack roll", so as you can try to fire at them, the power won't help you.
@James: right now you are around 600' from the enemy, with the car covering 300' per round.
Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14
I can't wait to start killin' natzis
Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14
Woo, Nat 1, please tell me you aren't a fan of fumble rules.
F Japanese-American Human Eliciter 7 | HP 33/52 | F+6 R+6 W+9 | PAC 18 BAC 20 T 13 FF 16 CMD 17 | Init +6; Perception +7
That last post was a bit of me bleeding through, Sam really isn't made for this. However, I just got an idea, and it might be stupid, but if it works at all, it'll be cool, and probably the best use I'll ever get out of Silent Image.
Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14
Well Tomasz, I double crit on that last set of attacks. Fortunately there were three survivors.
Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14
Hey Sappy, was any of that perception check distance based? I've got Signature Skill (Perception) which halves distance based DC increases for me.
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Yes, you can look at the spoiler.
Combat Engineer Alchemist 6 | HP: 7/52 5NL | AC: 19 (21)P/19 (21)B (14 (16) Tch, 15 (17) Fl) | CMD: 19 (21) | F: +8, R: +11 (+13), W: +6 | Init: +4 | Perc: +11 | Bombs 9/11 | SP: 12/13 | Speed 30ft | Active conditions: 2 Negative Levels.
I'll be at relatives for the holidays, feel free to bot me if I'm slowing things down.
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I'll do my best to set up a decent map tomorrow so that you can plan your strategy, but I'm approaching a deadline so I may be a bit slow until next Tuesday.
Your strategy until first contact with the enemy, of course. No plan survives that.
Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14
My plan is pretty simple, give L and Pierce the freedom to play their roles to the fullest as best they can, hit one side myself as hard as I can with Sam and Tomasz trailing in behind.
My primary target is going to be that generator since taking out a stationary target providing power for the ritual is a good bet for slowing it down. The trucks to the east give us the best cover to approach from.
Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14
Also, if anyone is having trouble figuring distance at these ranges, I highly recommend drawing a right triangle and calculating the third side. I was scratching my head about it until I remembered my high school geometry.
Combat Engineer Alchemist 6 | HP: 7/52 5NL | AC: 19 (21)P/19 (21)B (14 (16) Tch, 15 (17) Fl) | CMD: 19 (21) | F: +8, R: +11 (+13), W: +6 | Init: +4 | Perc: +11 | Bombs 9/11 | SP: 12/13 | Speed 30ft | Active conditions: 2 Negative Levels.
Did not think about what was in the trucks. Whups.
Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14
No worries I did not think of it either until Sappy threw us a hint
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IF there are indeed civilians on those trucks, killing them would likely disrupt the ritual. It all boils down to how much you're willing to file under "collateral damage"...
Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)
I'm willing enough to file it under plan D with plan A being "kill the mages, defend the civilians"
Plan B being "evacuate the civilians and run"
And plan C being "wing it"
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Ah, by the way, the Night Vision Device is not a night scope, rather bulky goggles amplifying light at a short range. Technology in WWII was not quite advanced enough.
Also, low-light vision applies to Perception, but range increment depends on the weapon.
Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)
I'm fine with the range increments, I was mostly wondering about the other penalty
Regardless I should be fine with the opening shot.
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Though there is moonlight, it's still quite dark, doubling the range penalty seemed appropriate, ranther than diving further into illumination rules. Long-distance fights are, let's say, sub-optimal in Pathfinder.
| HP 41/41 | F +6 R +15 W +6 | PAC 18 BAC 16 T 14 FF 14 CMD 19 (+2 grap) | Init: +6 Perception: +7
Is there any significance to my approach?
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If you plan on pretending to be one of them, most likely not: being under attack, they'll likely shoot you on sight. If you instead plan on sneaking and either taking them out or doing something else sneakily, go ahead.
| HP 41/41 | F +6 R +15 W +6 | PAC 18 BAC 16 T 14 FF 14 CMD 19 (+2 grap) | Init: +6 Perception: +7
Sneakily things indeed. Also, do I interact with the field at all?
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The protective dome of energy is only encasing the pentacle and the generator, you are still far away from it. There is one course of action that would be rather safe and effective, but I'll let you discover it.
Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14
Is it turning that machine gun around and unloading? I bet that is what it is.
Combat Engineer Alchemist 6 | HP: 7/52 5NL | AC: 19 (21)P/19 (21)B (14 (16) Tch, 15 (17) Fl) | CMD: 19 (21) | F: +8, R: +11 (+13), W: +6 | Init: +4 | Perc: +11 | Bombs 9/11 | SP: 12/13 | Speed 30ft | Active conditions: 2 Negative Levels.
Some of us brought grenades...
It's a shame Pfinder doesn't have a version of the 'Chunky Salsa' rule.
Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)
Shame I don't have actual explosive bullets and have to make due with psionics
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Explosive rifle bullets, as far as I understand, are very recent. Unless you find a way to carry around a howitzer...
Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14
It is a 'Psionic Deed' for Marksmen
Combat Engineer Alchemist 6 | HP: 7/52 5NL | AC: 19 (21)P/19 (21)B (14 (16) Tch, 15 (17) Fl) | CMD: 19 (21) | F: +8, R: +11 (+13), W: +6 | Init: +4 | Perc: +11 | Bombs 9/11 | SP: 12/13 | Speed 30ft | Active conditions: 2 Negative Levels.
Hey - play an Armorist and you could just summon a howitzer...
Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)
That is what I'm using yes with the psionics
That being said, would I be able to requisition an M1 bazooka?
Also, what's an armorist?
Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14
One of the Spheres of Power classes
Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14
Speaking of which, Sappy, what's your view on the Spheres of Might materials?
Edit: Finally got home to my computer and updated my movements on the google doc.
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I... am not sure that an Armorist could summon siege equipment... I'll have to check. As for the bazooka, it's reasonable that you could carry an experimental one, if you remind me by the time we start the next segment I'll think of rules. Subtlety, thy name is not Pierce.
For Spheres of Might, it's always been allowed, and you can retrain if you wish. Both the standard classes and those in Champions of the Spheres are allowed: a Troubador or a Striker(Black Powder Brawler) could work quite well, as well as a Technician.
Combat Engineer Alchemist 6 | HP: 7/52 5NL | AC: 19 (21)P/19 (21)B (14 (16) Tch, 15 (17) Fl) | CMD: 19 (21) | F: +8, R: +11 (+13), W: +6 | Init: +4 | Perc: +11 | Bombs 9/11 | SP: 12/13 | Speed 30ft | Active conditions: 2 Negative Levels.
I don't think there's been an official ruling (or even a FAQ) on whether or not the Armorist can use siege weapons. Likely wouldn't be worth it anyway, since you'd need to be able to load and aim the things. Well, except for those moments when it's oh so worth it.
Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14
I would definitely recommend Pierce take a look at the Sniper Combat Sphere. I’ve been looking over Barrage myself but the benefit seem rather limited for my intended niche and trading so many feats out for Combat Sphere access when most of my more useful abilities will come from taking the Extra Blade Skill feat a bunch might end up hobbling myself more than helping
Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1
Is there an archetype of gunslinger that gets access to the sniper sphere?
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If you have access to martial progression, you can choose the spheres you prefer. There is a conversion algorithm, gaining a technique for better pistol-whipping, or you can give up feats to gain a progression, details are here.
Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)
Well, from looking at it, i can give up my gunslinger weapon/armor proficiency for the combat gunner tradition which includes the barrage or sniper tree and the gun Kata talent
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Yes. Then, to take further talents, you'll have to either give up part of your feats to get a progression, take an archetype that progresses combat talents, or a Spheres of Might class.
If you just want a few talents, you can always repeatedly take Extra Combat Talent.
Also: Waiting on Sam and L.
Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)
Well, my original plan was just to take one level in gunslinger so this is strictly a buff for me since i already have my gun/armor proficiencies.
But some of the archetypes I'm seeing are very nice too, and might encourage me to take at least four levels in gunslinger
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You don't keep your proficiencies: a martial tradition replaces all of them except for light armor, simple weapons and bucklers. That's why it's written that they can only be taken at first level.
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