Geoffrey's Finest (Inactive)

Game Master CampinCarl9127


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That seems like an unreasonably high number of HP. Personally, as a person without any weapon training or high strength, I could ruin a sail in a minute with a dagger. 120 damage just seems way too tough.


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

Game rules and material sciences are not always the best of friends. Realism is fine and good to a point. I cannot cast spells in real life (alas), but my characters can.


That's not really a good example. Comparing magic to the durability of a sail is a bad comparison.

Either way, you guys have the resources, and it will be repaired either way.


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 suspect it's a combination of scale and game balance. Despite being the average in Pathfinder, a sailing ship is a big damned ship. Even with a really sharp knife it'd take more than a minute to make them inoperable. Just getting around the rigging would take longer than that.

There's also the matter of game balance. If sails were so easily destroyed a level 1 druid with a produce flame could cripple any ship with a standard action. While that might be realistic it doesn't make for fun or compelling gameplay.


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

It's not directly analogous of course, but there are many things like it in the rules. The game gestures towards enough familiar stuff to keep belief suspended, but like V says "sometimes physics cries in a corner." :-)


Of course the health shouldn't be so low that a single 1d6 of fire damage would take it down, but if a moderately leveled wizard threw a fireball those sails should burn away pretty quick.


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 for the level of threat we've been under, this encounter and some of the other recent ones have been confusing on an immersion-level. We're traveling in fairly traveled places and attacked my incredibly dangerous city-threatening level monsters. While I initially wrote it off as a common feature of Erandor, you're now saying that it's not?

Are we to believe that we're incredibly unlucky as of late or that someone's sending these things after us?


Bjorkus wrote:
Are we to believe that we're incredibly unlucky as of late or that someone's sending these things after us?

Yup, now you're thinking along the right route.


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

Ah. I guess that wasn't super clear.


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

@Toramin, I'm glad you liked that line. I had fun writing it as well...too bad I missed the typo during a brief edit.


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

If I wanted to research an improved version of Sanctuary that lasted minutes per level instead of rounds, what level would you set for that, Omen?


I'm going to use the comparison of vanish to invisibility as an example and say that you only need a spell level one higher.


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

Sweet. That's not too high a jump. Are you waiting on us or are we waiting on you?


I suppose me, but mostly to give you the go-ahead. The crew all comes back and the two mangled bodies are recovered. The sails are repaired by Ianna in an hour and while the boat is fully functional it will take her a few hours of work to repair the damages to it. Nothing of significance will happen before you reach the meeting point to drop off the lizardfolk, unless Bjorkus decides to raid a merchant ship or something.


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 the interest of not making the paladin fall, Bjorkus has agreed to limit his pirating to slaving vessels for the time being. If we cross a slave ship he's definitely interested in engaging.


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 was rather tired last night. I went to bed hours before I normally do and when I awoke, I was less of a second class citizen then I was when I went to bed. It's a good feeling.


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

Progress!


Archetype Retraining wrote:

You can use the retraining rules to acquire an archetype for your class or abandon an archetype you have.

To gain an archetype that replaces standard class abilities you already have, you must spend 5 days for every alternate class feature you would add, subtract, or replace by taking that archetype. At the end of the training period, you lose the standard class features and replace them with the archetype's alternate class features (if any).

To abandon an archetype, you must spend 5 days for every alternate class feature you already have from that archetype. At the end of the retraining, you lose the archetype's class features and gain the standard class features for the class.

Swapping one archetype for another requires two retraining sessions: one to abandon the archetype, and then one to gain the new one.

Note that you don't have to use the retraining rules to take an archetype if your class level is low enough that the archetype doesn't modify any of your current class abilities. For example, if you're a 1st-level fighter who wants the archer archetype, that archetype doesn't replace any class abilities until fighter level 2, so you don't need to use the retraining rules at all—once you reach 2nd level, you can just decide to take the archer archetype.

Little bit of a hassle, but you should be done sometime during Dalton's questing.


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

It looks like 40 days all told since there is a four and four.


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

That must feel wonderful Toramin. I'm happy for you.


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 was rather tired last night. I went to bed hours before I normally do and when I awoke, I was less of a second class citizen then I was when I went to bed. It's a good feeling.

Me too! I'm waiting for the self-immolating priest to make this 4th of July complete. :)


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 kind of hope he doesn't do it, but rather seeks professional help. :-)


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 kind of hope he doesn't do it, but rather seeks professional help. :-)

In his profession, that is the highest form of help. Closer to god and providing a DIY guide for his congregation.


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

Omen, is everything okay?


Oh I didn't see Rilka's latest post. Damned boards just not giving updates sometimes. I'll get an update later tonight.


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

Is the Raging Storm still closing?


Oh yeah, it's faster than the larger, much more heavily laden ship.


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

Does Biorkus know this guy?


Check the post again.


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 you have the relevant stats for Aisha or should I put something together for her? All that really matters right now is her attack roll.


I got the snowball stats for them. I'm generalizing quite a bit, but if you want to throw together some sheets feel free to. 15 point buy, heroic NPC wealth.


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 don't expect them to be super specialized but they should have the things they need to do their job - like Aisha should have siege weapon proficiency.

What level are they?


Luthor is 5, the rest of the named crew is level 3. The new additions are level 2 NPC classes with regular NPC wealth.


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 put some stat blocks on the crew sheet. I'll do a few more later tonight.


So I just did some general math on this encounter. The enemy ship has a captain (about the PCs level), three lieutenants (level 3), and fifteen crew members (level 2 NPCs). The Raging Storm has an entire PC party and a lot more lieutenants. This is going to be a slaughter.


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

Maybe he'll surrender when he sees he's outgunned (not literally).

Or maybe this is another trial by combat like Toramin pulled with the Giants.


I guess this is the upside of having such an expensive crew. When push comes to shove, they're going to whup the hell out of a normal crew.


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 apologize for the short hiatus. There was a medical emergency in the family that has now resolved itself.


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 hope things were resolved in an "everybody is still alive" manner.


I hope things went well Dalton. Take all the time you need.


Does anybody have a problem with me doing this combat "story teller" mode? It's so one sided that I can't imagine you guys losing a single person.


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

By all means.


Dalton (or anybody else), can you dig up my post from the old elf in Yenrick detailing out what you guys know about the connection to Dalton's father? I'm having some trouble finding it.


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

It starts here.


Right, Malan the old magical armourer. He's a fun one. Inspired by one of my friend's characters.

Can anybody find the original post where Dalton learned about his father? I don't think I favorited that one for some reason.


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 think everything said about his father was in that conversation. I don't believe there was a ton of specific information.


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

Do I get to choose which class features are retrained first?


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 not sure that there was one post that contains all information. Lots of characters have alluded to his powerful father, including Acera.


Yes you can choose which features are retrained first.

There was one where he had the vision and I described the appearance of his father.


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

I'm going to retrain the Channel and the Domains first.

I know I going to do Healing (Restoration) and Charm, but I'm having trouble deciding between Love and Lust. I'm leaning towards Love for thematic reasons, but do you guys (Inclusive of Omen) think Confusion is worth it to grab Lust instead?

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