Geoffrey's Finest (Inactive)

Game Master CampinCarl9127


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Correct. I don't hand out sense motives because that just gives it away that there was a lie. However I make secret social rolls, including sense motives from the party, constantly.


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

Right, that’s what I was asking earlier. If you’re handling sense motive rolls versus bluff that’s fine. I just wanted to know if it’s something I need to ask for or not.


Oh god no, I would never ask you to do that. That would just induce unnecessary paranoia in my players and have them vomiting out sense motive rolls every time they met a farmer. OK I totally understand why you were concerned haha.


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

Without those secret rolls, then Bluff would be over privileged. I think all Bjorkus' needs here is that his skill points are doing what they are supposed to be doing and viably useful.


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

So much for our pirates of the caribbean hunch.


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

That’s all I wanted to know. If you say you’re handling sense motive vs bluff rolls for us I believe you. It’s just that I’ve played with some DMs that insist you don’t get a chance to notice a bluff unless you specifically ask for a roll and I wanted to make sure that wasn’t the case here.


I really hope the mods don't randomly wander by and notice all the foul-mouthed sailors talking haha.


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

Pfft. This is nothing.

When Ixos puts his mind to it he’s the champion of potty mouth.


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 am a good and virtuous boy!


@Dalton - I'm a sucker for rarely used knowledges. I think they don't get nearly as much love as they deserve.


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)
Toramin Gearsmith wrote:
I am a good and virtuous boy!

I think that was Corda's favorite line in-between her dress-up, tear-down bondage sessions.

Rare knowledges are fun. They create a lot of Seinfeld moments in a campaign, such as a Know(Nobility) check of insane amounts realizing the wrong utensils being paired with a dessert at a banquet is simply the most dreadful affront to one's in-laws.


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 have a hard time finding uses for nobility but history and geography seem like they’re criminally underused.


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)
Bjorkus wrote:
I have a hard time finding uses for nobility but history and geography seem like they’re criminally underused.

Nobility really should be phased into history and local.


Unfortunately local often takes over where nobility should.


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

Did Ragnar happen to get hurt at all during the scuffle to take back the ship?


He did not, as it so happens.


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

Well that escalated quickly.


Indeed, hehehe.


Dalton wrote:
Dalton glanced to Kal, keeping silent. If Kal followed, it was likely he would die, but it would confirm his hypothesis about the threat.

Wow, that is some cold reasoning haha.


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)

Dalton often helps those around him, but there is a reason he is not good for alignment.


Ooh I love this talk and speculation. You'll need it to unravel my mysteries :P

So are you making the choice to contact Heff? If so, can you remind me of how you will contact him? I can't remember if they gave you something to do that or not, but I know that Rilka's earring has a mile radius on it so that's out of the question.


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)

Dalton has not yet been convinced to contact him. In fact, he believes it better not to.


Dalton is always being pressured to scry on the most powerful spellcasters in the world haha.


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

Were we waiting on more discussion?


You guys certainly don't sound as if you've reached an agreement on what to do yet, although there are several ideas out there.


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

We’re not set on how to contact Alia but I think we’re good to move ahead a few days until we’re closer to Baraga.


Fair enough. Go ahead and make a profession (sailor) check for five days, five checks in total.


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

Kal's handling navigation. I'm not sure what level he is.


There's a lot more to being captain than navigation.


Rilka, you'll have some significant down time so you could start working on that ink if you wanted 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

Bjorkus doesn't have any ranks in profession sailor because he was built based on experience from Skull and Shackles.

Will diplomacy work?


I have no familiarity with Skull and Shackles.

I would say no, diplomacy is not a substitute for profession (sailor). Having the ability to persuade others and gather information is not the same as having experience running a ship.

It does seem odd to me that a character would be a pirate captain but have no ranks in profession (sailor). However I realize that your character is very heavily built on this idea, so if you wanted to reallocate some skill points now that would be fine.


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

Typically all of the captain's leadership responsibilities are handled with diplomacy.

In any case I dumped some skill ranks to pick up profession (sailor).

Can I take 10 for these checks? If so Bjorkus will take 10 for a 16.


All of the convincing and persuasion power in the world can't make up for simply not knowing what you're doing. Otherwise diplomats would be scientists.

Yes you can take 10 for day checks.


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:
All of the convincing and persuasion power in the world can't make up for simply not knowing what you're doing. Otherwise diplomats would be scientists.

See the current House for an example.

Dalton will be scribing some spells in case they may be necessary. That is, if your piloting doesn't get him seasick!


Ah yes, we should have some fort checks to represent the rest of the party getting their sea legs! I'm going to start drawing up a daily "Sailing Checks" spoiler.


Ianna, how did you get your saves that high?


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

As it’s explained in Skull and Shackles, diplomacy is for captaining responsibilities like coordinating the crew and keeping morale up.

Profession [sailor] is for stuff related to things involving sailing like piloting the ship, navigating, and avoiding hazards.

But it’s your game. Bjorkus’s one rank in perception wasn’t doing him much good anyway.


Female Dwarf Priest 6/Exalted of Bolka 3 l HP: 62/62 l Init: +5 l AC: 11 [T: 11; FF: 10; CMD: 13] l Fort: +13, Ref: +7, W: +15 (All saves increase by +3 for p, sp, and spls) l Per: +11

Clean living and the blessings of a goddess.

Divine Protection
Your deity protects you against deadly attacks.

Prerequisites: Cha 13, Knowledge (religion) 5 ranks, ability to cast 2nd-level divine spells; blessings, domains, or mystery class feature.
Benefit: You gain a bonus equal to your Charisma modifier on all saving throws. If your Charisma modifier is already applied as a bonus on all saving throw (such as from the divine grace class feature), you instead gain a +1 bonus on all saving throws.

From: Advance Class Guide.


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 would tend to agree with Bjorkus that Diplomacy is the closest skill to management and leadership.


Well that's nifty, I've never seen that feat before. Thanks!


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

Bolka takes good care of her chosen.


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

The problem for him that I would see is that with a high Diplomacy score but no profession he would be a good leader but may have difficulties directing them effectively towards problems.

What with a lack of nautical knowledge and know-how.


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'd used the feat on an oracle some time ago. Great for that class, but situational with others the way ability scores and foci are parceled.


I agree Toramin. He would be good at moral and giving orders, but without actual experience he just wouldn't know what to do a lot of the time. It will become much more important if (when) more direct reasons for needing it trained happened, like somebody ramming your ship and the captain giving orders to keep it from capsizing.


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

Effective leaders can lead with only a passing knowledge of the field. Look at types like Steve Jobs for example. Also, experience =/= skill ranks. Do people have skill ranks in every little thing they've learned how to do in their daily life? Do you have ranks in profession [driver], use smartphone, and perform [social media]?

But it’s moot because I bit the bullet and just picked up some ranks. I don’t think Bjorkus has ever succeeded on a perception check anyway.


Female Dwarf Priest 6/Exalted of Bolka 3 l HP: 62/62 l Init: +5 l AC: 11 [T: 11; FF: 10; CMD: 13] l Fort: +13, Ref: +7, W: +15 (All saves increase by +3 for p, sp, and spls) l Per: +11

Good for me, since I like having a high Cha, but it would be better for an Oracle. I probably would have made Ianna a Life Oracle if I hadn't claimed that she was a cleric (Merciful Healer) at the beginning of the campaign or at least not made her a Merciful Healer. I really like the Ecclitheurgist, but it felt like being inconsistent to change something like that up just because I thought it would be a better class combo.

On a different matter, Ianna is turning her headband of Alluring Charisma into a headband of mental prowess (Wis and Cha). I believe that will take 1000 GP and 6 days. She will take 10 on her spellcraft checks.


Ianna, the cost of a Headband of Alluring Charisma +2 is 4000gp. The cost of a Headband of Mental Prowess +2 is 10000gp. That means crafting cost to increase the former to the latter is half the difference in the price, or 3000gp.


Female Dwarf Priest 6/Exalted of Bolka 3 l HP: 62/62 l Init: +5 l AC: 11 [T: 11; FF: 10; CMD: 13] l Fort: +13, Ref: +7, W: +15 (All saves increase by +3 for p, sp, and spls) l Per: +11

Yeah, you are totally right. I deducted 3000 from her sheet, but typed 1000 there. No clue why.


The example names for humans in Pathfinder is pretty hilarious.

Let's say his name was Dolok.

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