Giantslayer: With GM Placeholder of Doom

Game Master Foxy Quickpaw

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Fighter 10/Ranger 1/brawler 1 HP:127/127, 0NL | AC: 40(44 vs giant subtype) FF: 37 T:20|DR3/adamantine|| CMD: 33 (37vs trip, 37 vs bullrush, 37 vs overun)(+4 vs giant subtype)|Fort: +17(+5) Ref: +17(+5) Will:+12(+5)| Init: +4 Perception: +17

Level ups (fighter 2)
Hp:+20 wait, are we rolling?
Bab:+2
Fort:+1
Skills:+8
+2 perception
+1know. Dungeoneering
+2 UMD
+ 1 know. Nature
+ 1 handle animal
+ 1 sense motive

Background skills:
Know. Geography +1
Know. History +1
Appraise +2

Feats:
Mobile fortress, power attack, advanced weapon training. Swapping steel headbutt for master Armorer.

Class abilities: weapon training (hammers)


Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none

I honestly couldn't remember if we were or not. Were we automatically doing Max HP? My HP didn't reflect that at level 4, anyway.


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

I'm doing my HP PFS style (half rounded up).


Kitsune Game Master

I ususally do half rounded up. And for those who insist on rolling, they got to roll 19dX at the start and stick with it.

But I don't know what Placeholder of Doom told you. But max HP would be too much. You're too strong for your enemies already without that.


Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none

I went back to the recruitment, and it was average rounded up. I'll fix my HP.


Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

OK then:

Lvl 5:
Warpriest
HP: +5 +2 (con)
FCB: Human alternative: +1/6 combat feat
Feat: Power Attack
Skills: +1 Perception, Sense Motive, Survival, Craft Blacksmith, Profession: Solider

LVL 6:
Warpriest
HP: +5 +2 (con)
FCB: Human alternative: +1/6 combat feat
FCB Bonus Feat: Divine Fighting Technique (Gorum's Swordmanship) -- Lets him charge + vital strike and apply vital strike to an AOO (probably won't happen very often)
Warpriest Bonus Feat: Vital Strike (Warpriests can use their level to count as BAB or fighter levels when qualifying for their bonus combat feats)

Vital Strike is usually considered a trap feat but it's alright on a warpriest if not optimal for damage. Anyway one massive swing per round fits into the vision I have for Daseem.

His saves also went up by 1 each.


Kitsune Game Master

Alright for warpriests? You are levels away from getting a second attack at -5 and instead you get to double your weapon dice.

I've done it with mystic, where you also get to double the boni on the attack. It's crazy good.

Mythic Vital Strike - Benefit: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll for that feat.

And if you like it cheesy, you can argue, that you roll 4 dice with a great sword for vital strike, so you get to multiply by four. Nothing goes as far for maximizing as poorly worded rules. ;)


Fighter 10/Ranger 1/brawler 1 HP:127/127, 0NL | AC: 40(44 vs giant subtype) FF: 37 T:20|DR3/adamantine|| CMD: 33 (37vs trip, 37 vs bullrush, 37 vs overun)(+4 vs giant subtype)|Fort: +17(+5) Ref: +17(+5) Will:+12(+5)| Init: +4 Perception: +17

I think there was an errata on that, and it was reprinted to state that you basically multiply based on how many times you roll additional dice. I don't really have the time to find it though.

I'm also thinking about taking weapon sacrifice, it seems like a potential life saver for any folk near ivan in a fight. That or maybe warrior spirit or armed bravery


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

Forgot to mention:

Elemental Overflow +2
Internal Buffer +1

Does anyone know how to add Elemental Overflow in Hero Lab? I can't seem to get it to turn on, and I don't get the option to choose the two physical ability scores to receive the +2 size bonus.

My stat line has been adjusted to include Elemental Overflow from 3 burn.


Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

You can add arbitrary buffs in the adjustments menu option so you can fake the ability score boost and size change if you can't find the proper option.


HP 30/34, 1 Con damage, AC 18, Fort +5, Ref +10, Will +4, Perc. +7, Init +5, Panache 0/1

Wait, have we been a level behind for a while? No wonder this area kicked our assess so bad.

I'll get my level ups done in the next few days.


Kitsune Game Master

@Daseem
A warpriest with not a single rank in knowledge religion? Daseem slept through the not martial part of his education? :P


Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

I guess I could put 2 points there instead, he ought to know something at least. This incidentally is one of the things I dislike about PF1, it's so stingy with skill points.


Kitsune Game Master

Yes. When you're a fighter or cleric you end up totally ignorant to your environs, skill wise. I had real hope when they announced the ACG, that you could build the class you like with a point build system like they have in the ARG. But it didn't happen.

You've done some playing with PF2 and skills? Is it better?


Fighter 10/Ranger 1/brawler 1 HP:127/127, 0NL | AC: 40(44 vs giant subtype) FF: 37 T:20|DR3/adamantine|| CMD: 33 (37vs trip, 37 vs bullrush, 37 vs overun)(+4 vs giant subtype)|Fort: +17(+5) Ref: +17(+5) Will:+12(+5)| Init: +4 Perception: +17

Ive played one F2F game for 8 hours, its.. different, very different. I wouldn't say its "better", but, I also wouldn't say its "worse" from my experience. Its just... different. haha.


Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

Not played 2e yet but I've looked over some of the rules. Everyone gets perception free and your background grants training from two skills - some classes get more skills trained but it seems that a PF2 fighter is more skilled than a PF1 fighter. Actually fighters seem pretty good in PF2.


Kitsune Game Master

I played a bit in the playtest and bought the new CRB. But didn't come around to create a character in the final rules set yet to get a feeling what all of this trained/expert/master means in comparison to PF1.


Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none

I've dabbled a bit with it. Character creation is pretty easy, and every character has a decent amount of skills, so they're always going to have something useful to do. I haven't played it yet, but based on appearances, Ivan's right about it being different.


HP 30/34, 1 Con damage, AC 18, Fort +5, Ref +10, Will +4, Perc. +7, Init +5, Panache 0/1

I liked PF2's character creation system, and how dynamic the combat feels. The three-action system is elegant.

However, the trap-making system and the "pet class" system both suuuuuuuuuck.

Admittedly, I played during the beta, so those systems might have changed. I haven't followed up.


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

Unfortunately, unless I'm missing something, first aid still seems overly risky at 1st lvl (crit fail a on Medicine check of 5 or less). Neck tourniquets seem to be a possibility. :)


Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none

Crit fails only happen if you miss the DC by more than 10, so your total check including modifiers would need to be that low. There should be too much chance of crit failing, so long as the person making the check isn't untrained.


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

I missed the increase in the proficiency bonuses from the playtest, so it's not as bad as I thought. Still, someone with 0 stat bonus and trained in Medicine, crit fails on a 1-3 at 1st lvl, which could kill the patient. I don't think first aid is that risky in real life.


Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none

It is not, but generally speaking, if Medicine is something a PC intends to invest in, most likely you will have at least a 12 in Wisdom, if not 14, you should be able to limit critical failure to Nat 1's only.


Kitsune Game Master

Oh, you have a bruise there, let me help... oh, sorry, I didn't want to break you rneck like that. :D

About the way back. The bridge leads over the open area you come through anyway. So even a levitation spell would be good enough to skip almost all unpleasentries.

If not, it's acrobatics checks again for the lily pads.


HP 30/34, 1 Con damage, AC 18, Fort +5, Ref +10, Will +4, Perc. +7, Init +5, Panache 0/1

Hi folks. You might have noticed I've been absent for a while. My apologies. I'm dealing with a bunch of overlapping life changes that have left me wiped out during my small amount of free time.

I can't reliably post right now, and I'm not sure when that will change, so I'm reluctantly dropping out of this game.

I've really enjoyed the character interactions. If I can sort out real life I'll come back and beg to rejoin.


Kitsune Game Master

With the current posting rate your begging post might be the next one in discussion. ;)


Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

Aww sorry to hear that Scrabbler, you'll be missed. Anyway thanks for letting us know, too often folks vanish without a word.


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

Bupkis will miss his fellow goblin. :(

I wish you all the best.


Fighter 10/Ranger 1/brawler 1 HP:127/127, 0NL | AC: 40(44 vs giant subtype) FF: 37 T:20|DR3/adamantine|| CMD: 33 (37vs trip, 37 vs bullrush, 37 vs overun)(+4 vs giant subtype)|Fort: +17(+5) Ref: +17(+5) Will:+12(+5)| Init: +4 Perception: +17

since we are now down to 4, do we want to try and re-recruit some folk?


Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

An arcane caster would be handy...


Kitsune Game Master

You don't need to search for the fort. You walk up the small river you're dropped at. But how you approach there is of interest. Maybe decide on a strategy?


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

We know that there's a drain of some sort, that we could possibly use to get in.

Bupkis can certainly scout ahead — while he didn't take the Telekinetic Invisibility wild talent, he's still really sneaky!


Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none

Hey, sorry for the silence - I've been doing some work on my house for the past week, and it left me more tired than I anticipated. Should be getting back into the swing of things.


Kitsune Game Master

Waiting for Bupkis in game reply to Daseems [ooc] suggestion.


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

One our stronger party member should be able to get the sewer grate open; I think it's a DC 24 strength check. Ivan has a crowbar on his equipment list.


Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none

If Ivan has a crowbar, that's a +2, and I just gave Ivan another +2 from my Aid Another. If Daseem throws one in, that gives Ivan a +6 modifier to open the grate, in addition to his Strength mod.


Kitsune Game Master

@Ivan
Would you please remind me when and how your armor and shield became magic?

With magic, your armor has 55hp to start and taken 6 points of damage after hardness. So it would be at 49.


Fighter 10/Ranger 1/brawler 1 HP:127/127, 0NL | AC: 40(44 vs giant subtype) FF: 37 T:20|DR3/adamantine|| CMD: 33 (37vs trip, 37 vs bullrush, 37 vs overun)(+4 vs giant subtype)|Fort: +17(+5) Ref: +17(+5) Will:+12(+5)| Init: +4 Perception: +17

Armor was made magic before we left trunau. Sara helped out with crafting it. (master armorer) I'll have to check back through, as I am unsure whether I enchanted the shield yet. I know the armor was though.

---

After looking back through, It seems I was correct and did manage to get both enchanted I believe before we left (the party let me dip into group funds to manage to afford everything)


Fighter 10/Ranger 1/brawler 1 HP:127/127, 0NL | AC: 40(44 vs giant subtype) FF: 37 T:20|DR3/adamantine|| CMD: 33 (37vs trip, 37 vs bullrush, 37 vs overun)(+4 vs giant subtype)|Fort: +17(+5) Ref: +17(+5) Will:+12(+5)| Init: +4 Perception: +17

Sorry all, having a bit of a rough time IRL at the moment... As such, posting with be sparse. Please bot as needed, and I apologize for the inconvenience.


Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none

Hey, guys. My wife has just gone into the hospital as we prepare to welcome our first child. Posting may be sporadic, and I won’t be able to do anything on the maps for a while.

I should be back to mostly normal in a couple weeks.


Kitsune Game Master
Menrozzar Vyrlock wrote:

Hey, guys. My wife has just gone into the hospital as we prepare to welcome our first child. Posting may be sporadic, and I won’t be able to do anything on the maps for a while.

I should be back to mostly normal in a couple weeks.

Haha! Things will be back to normal in two years at best. ;)

Nevertheless, I wish you the best for the days to come.


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

And it will be a different normal! :)

May the delivery go smoothly.


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

Just realized that I couldn't take Foe Throw at lvl 5 — will replace it with Bowling Infusion.


Kitsune Game Master

Kineticists are awful. Not even those playing one understand the rules. :P


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

The infusion progression is unfortunately different than spell progression, with access to new infusions occurring on even levels instead of odd ones. I made the mistake of leveling up from 4th to 6th in one go, forgetting that Foe Throw, a 3rd lvl infusion, can't be taken at 5th lvl, when I got the new infusion.


Kitsune Game Master

The issue is, that the text is unnecessarily complicated. If you read sorcerer, you know that you get new spell levels on even levels, bloodline powers on odd levels. And everything in the text lists the levels you get it and when the ability gets better.

With the kineticist you have levels for three kinds of magic abilities that are not in a table, and not listed with the level you get them, but spread all over the text.


Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

Sorry for the slow posting. I wrote a post last night but got distracted before submitting, I'll get it posted when I get home.


Fighter 10/Ranger 1/brawler 1 HP:127/127, 0NL | AC: 40(44 vs giant subtype) FF: 37 T:20|DR3/adamantine|| CMD: 33 (37vs trip, 37 vs bullrush, 37 vs overun)(+4 vs giant subtype)|Fort: +17(+5) Ref: +17(+5) Will:+12(+5)| Init: +4 Perception: +17

hopefully my posting rate will be back to normal in a day or few, sorry for the inconvenience.


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1
Daseem wrote:

Daseem peers it it before shrugging, "Mebbe..." It looked like a rock to Daseem. If it was a sword or some other implement of war he'd have been interested, but no it was a rock. Perhaps Bupkis had a collection? As far as Daseem was concerned the little one was welcome to it.

Ha and I bet this geode is important...

I think it's the other half of a map, so yes, it's important.


Kitsune Game Master

In case you haven't noticed. You cut the way to one of the end bosses short, by sneaking into the fort through the loo. You're far from done here.

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