Geoffrey's Finest (Inactive)

Game Master CampinCarl9127


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Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

As a sidebar, why the hell did Paizo make healing spells conjuration instead of necromancy? *grumble*


Also remember that Rilka is actually in charge as a higher ranked Aestheric.


Male Tiefling Paladin 7 Tiefling, Init +0, Hp: 67/67, AC: 21/Touch: 10/ Flatfooted: 21, Resist 5: Fire, Electricity; Fort: 11/Ref: 6/ Will: 9, CMD: 21, Perception +0 (+2); Loh 6/10 day, Smite 2/3 day, Shatter 0/1 day
DM Omen wrote:
Also remember that Rilka is actually in charge as a higher ranked Aestheric.

This will go over great when Gabe learns this, since his experience with them so far is a bunch of 'intend to do good' liars and manipulators. XD


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

I'm sick. Fever. Throwing up. The worst. Please forgive my absence.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Rilka's sling should do 3 more damage with the strength buff.


That's only if she chooses to take the bonus. As a spellcaster she very well might choose not to.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

I'm pretty sure she specifically described accepting it.

Rilka Featherfeet wrote:
”Thanks,” Rilka says as Bjorkus’ magic infuses her muscles and martial spirit.


Indeed she did. I'll change the post accordingly.


F AKA Chibi Kerchiechoo Halfling Invstgtr 11 | HP: 63/63 | Init: +6 | AC: 26 [T: 19; FF: 20; CMD: 25] | Fort: +8, Ref: +18, W: +13 (+2 agnst fear) | Per: +10
Spoiler:
IP: 5/9 | Luck 4/4|Grit 1

I forgot to mention it was a ranged attack with the sling. I don’t think the strength bonus applies to ranged damage. The damage is bludgeoning, not slashing, right? So it should be full damage.


They are zombies, not skeletons. Their DR is overcome by slashing, not bludgeoning. Strength bonus does apply to thrown ranged weapons.


F AKA Chibi Kerchiechoo Halfling Invstgtr 11 | HP: 63/63 | Init: +6 | AC: 26 [T: 19; FF: 20; CMD: 25] | Fort: +8, Ref: +18, W: +13 (+2 agnst fear) | Per: +10
Spoiler:
IP: 5/9 | Luck 4/4|Grit 1

Thanks for the corrections. I feel like such a neophyte sometimes. I'll try to make tomorrow an error free day. Well, minimal errors.


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

Well, that's a wrap for Dalton. Very few spells of use remain. I suppose I could have some fun with a disk, but the buffs offered will have to do.

In the event we're feeling saucy, I could invoke RNGesus with my last use of primal magic though.


I'll gove Toramin until tonight to post.


Sorry, I got caught up in holiday stuff. I'm shadowing an orthopedic surgeon tomorrow, but I'll be sure to post tomorrow night.


I apologize for the continued delays, but right now I'm dealing with some personal issues and can't update the game. Consider us temporarily on pause. By no means is the game dead, I just need to take a break from things. I'll keep you guys updated.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Thanks for the update.


So that personal problem got solved incredibly quickly. Tl;dr my uncle is amazing.

Let's get some playing in!


Male Tiefling Paladin 7 Tiefling, Init +0, Hp: 67/67, AC: 21/Touch: 10/ Flatfooted: 21, Resist 5: Fire, Electricity; Fort: 11/Ref: 6/ Will: 9, CMD: 21, Perception +0 (+2); Loh 6/10 day, Smite 2/3 day, Shatter 0/1 day

Omen, I mean its weird because I could have sworn we were doing group initiative because its faster. :P


It will basically come down to that. I don't care when you act beyond before and after the enemy, and after round 1 I'll have you all lumped together.


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

That's quite a set of rolls from Bjorkus.

Naturally, they weren't on Ulric though!


Male Tiefling Paladin 7 Tiefling, Init +0, Hp: 67/67, AC: 21/Touch: 10/ Flatfooted: 21, Resist 5: Fire, Electricity; Fort: 11/Ref: 6/ Will: 9, CMD: 21, Perception +0 (+2); Loh 6/10 day, Smite 2/3 day, Shatter 0/1 day

Also, is it funny that you are still forgetting Edward right now?


So many NPCs to keep track of...


Male Tiefling Paladin 7 Tiefling, Init +0, Hp: 67/67, AC: 21/Touch: 10/ Flatfooted: 21, Resist 5: Fire, Electricity; Fort: 11/Ref: 6/ Will: 9, CMD: 21, Perception +0 (+2); Loh 6/10 day, Smite 2/3 day, Shatter 0/1 day

Bjorkus, there is no 'overkill.' There is only 'open fire' and 'I need to reload.'.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Heh.

Could Rilka use a longsword effectively as a small-sized greatsword or a scimitar as a small-sized falchion.


Weapon Size:
Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.

A weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn't proficient with the weapon, a –4 nonproficiency penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.

Essentially, she could use one of them as a two-handed weapon with a -2 attack penalty.


Male Tiefling Paladin 7 Tiefling, Init +0, Hp: 67/67, AC: 21/Touch: 10/ Flatfooted: 21, Resist 5: Fire, Electricity; Fort: 11/Ref: 6/ Will: 9, CMD: 21, Perception +0 (+2); Loh 6/10 day, Smite 2/3 day, Shatter 0/1 day

Omen, it looks like you're kind of skipping Gabes turn last turn to make him take his action this turn first.


Gabriel rolled lower on init than the enemies, so he acted after them. Once the enemies acted I rearranged the init order so that all friendlies were grouped together. Gabriel has acted for 'round 1', but not 'round 2' yet. This is how I've been doing it; if you prefer me to keep the init order how it is than I can do that, but it can slow down combat somewhat.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

What you did makes sense Omen. Gabe's 'end of round 1' action took place before everyone else's 'top of round 2' actions.

That's what I effectively do in all the games I run.


F AKA Chibi Kerchiechoo Halfling Invstgtr 11 | HP: 63/63 | Init: +6 | AC: 26 [T: 19; FF: 20; CMD: 25] | Fort: +8, Ref: +18, W: +13 (+2 agnst fear) | Per: +10
Spoiler:
IP: 5/9 | Luck 4/4|Grit 1

Can Rilka stop wielding her slingstaff and pick up one of those blades in Round 2 as part of a move action? If so, that’s what she’ll do. If not, she’ll do that in Round 3.


You can drop your slingstaff as a free action, pick up a blade as a move, but since you were using a ranged weapon I assumed you were out of melee range.


Male Tiefling Paladin 7 Tiefling, Init +0, Hp: 67/67, AC: 21/Touch: 10/ Flatfooted: 21, Resist 5: Fire, Electricity; Fort: 11/Ref: 6/ Will: 9, CMD: 21, Perception +0 (+2); Loh 6/10 day, Smite 2/3 day, Shatter 0/1 day

That still means he misses a round of action, doesn't it? Counting that as one round, this as the second, and the next as the third, everyone else will get three actions to Gabe's two. I understand why you wrapped it around but it still is costing Gabe a round of action. :P

The whole reason we used Group initiative was to avoid slower combat, so it was kind of your choice to begin with to use something else that brought the slower combat about.

Also, the last attack was a melee attack from Rilka.

Edit: Have we been using group initiative? I can't even recall anymore. I'm really bloody tired. I know when I post has never been an issue before now. Thats about all I can recall.


No, it does not cost Gabriel a round of combat in any way, shape, or form. I simply rearranged the point at which the init order started over, not when people acted.

This is exactly the same init style I have always been using. I'm not sure why you think it's an issue. I have enemies roll group init and the party role individual init. That means that since the enemies all act as one the party all will act as one 'around' their init, be it before or after. I prefer to group that up to help avoid confusion, and the rest of the party prefers this method.


Male Tiefling Paladin 7 Tiefling, Init +0, Hp: 67/67, AC: 21/Touch: 10/ Flatfooted: 21, Resist 5: Fire, Electricity; Fort: 11/Ref: 6/ Will: 9, CMD: 21, Perception +0 (+2); Loh 6/10 day, Smite 2/3 day, Shatter 0/1 day

Gabriel <- acted
Edward <- acted
Talev <- acted

You have Gabriel listed as acted for this round, along with the two NPC's I assume went last along with him. Kind of means I wait until next round if I'm not mistaken.


That is you acting at the END of round 1. Your round 2 actions will start when we get back to the top of the listed Init. You rolled poorly for Init and acted after both the white cloaks an zombies.


Male Tiefling Paladin 7 Tiefling, Init +0, Hp: 67/67, AC: 21/Touch: 10/ Flatfooted: 21, Resist 5: Fire, Electricity; Fort: 11/Ref: 6/ Will: 9, CMD: 21, Perception +0 (+2); Loh 6/10 day, Smite 2/3 day, Shatter 0/1 day

Except that's not how it comes off mechanically Omen. Mechanically you basically had Gabriel hold his action till the end of the surprise round to be at the top of the initiative order... or at least thats what it looks like.

Gabe gets one action to everyone else's two over the next two rounds, and if I post now it won't come up until the recap after the next one, unless you're going to put him on the init order twice. I might be reading it wrong, but your own post says Gabe has acted for Round 2, so what do I do? Wait?


Yes, you are reading it wrong.

The way the latest post has the Init order listed is not accurate with respect to a round-by-round basis.

Essentially what I did is instead of you acting last, AFTER the enemies, you did not get to act this round but are now at the top of the Init order. It changes absolutely nothing mechanically even slightly, it only allows to party to act in a group Init so nobody has to wait for certain blocks of Init to be over.

Yes, acting last sucks, and depending on when the fight ends your initial Init roll can cost you one turn. But in no way am I cheating you out of any actions, only altering the perception of it to allow combat to go faster.


Male Tiefling Paladin 7 Tiefling, Init +0, Hp: 67/67, AC: 21/Touch: 10/ Flatfooted: 21, Resist 5: Fire, Electricity; Fort: 11/Ref: 6/ Will: 9, CMD: 21, Perception +0 (+2); Loh 6/10 day, Smite 2/3 day, Shatter 0/1 day

But your contradicting yourself.

'you did not get to act this round' means that Gabe acted once, the rest twice. It is costing me an action. This round. It would be simpler to use group initiative to begin with. I get that its partially just perception, but it's not entirely such.

I'm still sitting around doing nothing this round and this has never come up before, so I don't know why it's suddenly happening now. In the past, a new round meant a new round of posting, not waiting for the next round.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

You're in no way missing out an action. We're just having a hard time explaining it to you.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

In other news, I'm rather enjoying DA: Inquisition.


If I do group init for the party it robs individual members of their advantages due to init bonuses. For instance, why bother taking improved init if you're just going to be lumped together with the party and their rolls decide your fate anyways? That's why I lump together enemies, most of the time their init mods are the same anyways.

No, it's ALL perception Gabe. I am literally changing nothing beyond WHEN the round resets. This is what happened. This was the init block for round 1.

Rest of Party
Enemies
Gabe

As soon as the "party without Gabe acted", I had the enemies act, then I immediately reset the round, changing the init order.

Gabe
Rest of party
Enemies

Then Gabe got to act in "round 1", followed by the rest of the party for their "round 2" actions.

Yes, rolling low on init sucks, but I have literally not changed the mechanics of the fight even slightly.


Male Tiefling Paladin 7 Tiefling, Init +0, Hp: 67/67, AC: 21/Touch: 10/ Flatfooted: 21, Resist 5: Fire, Electricity; Fort: 11/Ref: 6/ Will: 9, CMD: 21, Perception +0 (+2); Loh 6/10 day, Smite 2/3 day, Shatter 0/1 day

There is one change. Until you update to the next round, I still won't be posting. A little more waiting, but considering all the waiting we've had to do out of necessity, it's not quite hitting the ground running for me.


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

I'm guessing we're ratified for this round.


Waiting on Gabriel.


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)
DM Omen wrote:
Waiting on Gabriel.

Okay. I'm hoping that conflict gets resolving positively for both of you.

On my end, Thursday is parent-teacher conferences for me, so I will not be busy for most of the day. Dalton likely doesn't have major actions to take, so I don't think it's a big deal, but feel free to NPC as needed.


Male Tiefling Paladin 7 Tiefling, Init +0, Hp: 67/67, AC: 21/Touch: 10/ Flatfooted: 21, Resist 5: Fire, Electricity; Fort: 11/Ref: 6/ Will: 9, CMD: 21, Perception +0 (+2); Loh 6/10 day, Smite 2/3 day, Shatter 0/1 day

Power got turned off. Back now, for the moment.


Just waiting on Toramin's amended action.


Male Tiefling Paladin 7 Tiefling, Init +0, Hp: 67/67, AC: 21/Touch: 10/ Flatfooted: 21, Resist 5: Fire, Electricity; Fort: 11/Ref: 6/ Will: 9, CMD: 21, Perception +0 (+2); Loh 6/10 day, Smite 2/3 day, Shatter 0/1 day

Question. How wide is the tunnel we came out of? How far away is it?

Edit: As a back up plan, if the pillar doesn't end this or work out for some reason, we can all withdraw into the tunnel and use it as a bottleneck. This will mean less zombies go down, but less people are capable of being attacked. Bjorkus and Gabe can probably conserve what power they have in such a case to use against Ulric. At this point, Gabe has enough lay on hands for 1 good smite or two emergency healings, and I'm thinking we'll need that smite.


Ten feet, ten-twenty feet (farther if you're in melee).


Male Tiefling Paladin 7 Tiefling, Init +0, Hp: 67/67, AC: 21/Touch: 10/ Flatfooted: 21, Resist 5: Fire, Electricity; Fort: 11/Ref: 6/ Will: 9, CMD: 21, Perception +0 (+2); Loh 6/10 day, Smite 2/3 day, Shatter 0/1 day

That means only two people being targeted by only two zombies at a time... I think. I have a fricking cold so my thinking might be off.

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