Giantslayer: With GM Placeholder of Doom

Game Master Foxy Quickpaw

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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

Dispel Magic and Haste are on the unchained summoner spell list, along with Glitterdust, See Invisibility, Fly, Heroism and Magic Circle against Evil (they just don't get some of them quite so early as the chained Summoner).


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

Summoners actually get haste as a 2nd level spell. It's one of their perks.


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

That was the case with chained summoners; Haste is a 3rd lvl spell for unchained summoners. See the spell list on the unchained summoner page (after Class Features, before Eidolons).


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 think we'll be fine, just need more consumables than a balanced party.


Giantslayer Map : Senate

One of their perks the problem with the "chained" summoner is that it was all bleeding perk. I loved them, but when I realized I was actively trying to build them to be less powerful I concluded them to be broken.

@Bupkis seems reasonable to me :) I do not necessarily accept all FAQ answers, but they can certainly be brought up to support an argument and in this case it makes sense.


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

Once I get the ability to turn into a dragon, things get much better.

Cause I'll be a frickin' dragon.


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

@GM Placeholder of Doom!: That was my experience as well. I played a halfling summoner through Jade Regent, and dominated the party (mind you, the optimization level of the other PCs wasn't that high). I wasn't doing anything fancy — just a caster summoner with a biped Eidolon using a Greatsword.

I haven't looked at the Unchained Summoner closely enough to know how much they've been toned down.

@Edgar: It might be an idea to make a separate alias for Edwin, so he has his own stat line.


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

This is why I don't usually allow summoners in my games. I'll be interested to see how the unchained ones stack up.


Giantslayer Map : Senate

It does seem to be a pretty big nerf, but I would still judge them amongst the most powerful classes, and with no real low power levels. Not a fan of the unchained eidolons, spoiled a lot of the fun of the class for me, I would have powered it down differently, largely be rejigging evolutions.

Apologies for the slow day, poor sleep after airport run and having a real cannot be added day :p


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

I don't allow pet classes of any kind unless the party is less than 4 people.


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

does that include familiars? That seems overly harsh to me, but everyone has their own tastes :3


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's understandable to me - you don't want combat to get too bogged down or take too long, as it can if you have a lot of creatures taking actions. It's one of the reasons that I take a carefully considered approach to Leadership in my face to face games - if I have, say, 6 players, I'm more inclined to disallow Leadership just from a time-saving standpoint. It's also why I ask Summmoning specialists (not just the Summoner class) to limit themselves to one active summon spell per combat at a time - after a fight with 7 earth elementals having been summoned, each taking their own actions, I needed to limit things a bit more from a time standpoint.


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

No, familiars are fine. I've never seen a familiar add an extra 5 or 10 minutes to a player's turn. Pet classes, I've seen that happen pretty regularly.

I also enforce the hell out of the actual summon monster rules (like the fact that they have to be commanded, out loud, in a language they understand, and require diplomacy, intimidate, or handle animal checks to get them to do things that aren't in their immediate nature)

Most games I've been in treat summons as an extension of the summoner (same with animal companions). There's actually all kinds of rules about what it takes to get a creature to do what you want it to do. Most people ignore them for the sake of efficiency. I kinda go with the extremes. Either use the rules as intended to help keep minion classes fairly balanced, or just don't play with minion classes.

YMMV


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

true, but most pet classes have ways to ensure the "pet" always does, at least 75%, of what the owner wants to do. (such as, an animal companion fighting in combat, requires the attack trick, which they can get for free) etc.

I normally only ban pet classes in groups above 6 players, and only if they intended to use more than one pet.


Giantslayer Map : Senate

Apologies for the delaY folks. Ended up having to drive my brothers dogs to Holland, problems with their passports so could not fly the other day, and spending 10 hours waiting for doggy drug tests because the lab had eaten balloons - I work in a prison and they added 2 and 2 and get about 24 ounces.


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

No worries; sounds like a hassle!


Giantslayer Map : Senate

Bloody terrifying, for a while I thought my brother had done something very foolish. Thankfully I think they believed me fairly quickly and waiting for the drug tests on the dog was just a formality, but yikes.


Giantslayer Map : Senate

If nobody objects IC this might be a good time for a short period of downtime, I've listed some possible things to do in the gameplay thread.


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 OK with 4 hrs of downtime.


Giantslayer Map : Senate

Please note that while perform is technically per day its not very much money, and I think 4 hours at this kind of peak time is enough to earn you a whole days check.


Giantslayer Map : Senate

Can I also ask that we all try to up the size of posts a bit. Seeing too many single sentence posts, a paragraph about what your character is thinking, there thoughts on the others, questions to other characters, are all relatively quick and easy and help build better more rounded characters. Multiple posts per day do mitigate a bit, but 2 paragraphs was the expectation for a post in the recruitment thread and I want to try to maintain that as I think it makes for a better game.


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

Works for me.


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

@Scrabbler: I think the Killin' Ground might be the sort of place you're thinking of.

From the Player's Guide:

15. The Killin’ Ground: Named for its position on the sloped ascent between the town’s two inner gates, this bar started as a way for Rabus Clarenston to finance the production of his beloved moonshine. Despite the vocal disapproval of Tyari and some of the town’s more straightlaced residents, Rabus does a brisk business—with the only law governing his trade being that, should someone show for a patrol or watch duty drunk on his product, Rabus himself must share in the punishment. As a result, Rabus knows the shift schedule better than anyone, and despite his own near-constant inebriation, he never allows anyone to drink in his bar within 4 hours of his or her next shift (or 6 or even 8 hours, for those he knows can’t handle their drink). The Killin’ Ground itself is a strange structure, with walls that begin a foot off the ground and a roof made entirely of canvas. When the furious local storms roll in, Rabus pulls back the canvas and lets the rain and the slope of the hill wash the filth of the bar’s constant partying away—which greatly annoys his downhill neighbors.


Giantslayer Map : Senate

D'oh, how did I miss that, should have suggested that instead of making up a bar. Is it just in the players guide that would be odd, huh.


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

That's what I get for not reading carefully. I guess playing a goblin is giving me bad habits.

Thanks, now I'll know for next time.


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
Scrabbler wrote:
I guess playing a goblin is giving me bad habits.

It's called Method Acting. :)


CG Male Human Summoner (unchained) 2 | HP 15/15 NL 13/15 | AC: 14, T:11, F:13 | CMD: 11 Fort +1, Ref +1, Will +4 | perception +0 | Init +1 | speed 30 ft
Edwin:
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) hp 17 (2d10+2) Fort +4, Ref +1, Will +3 Defensive Abilities evasion; Resist electricity 5; CMB +6; CMD 17
Scrabbler wrote:

The webbing is very artistic. :)

Scrabbler ran over behind Menrozzar and hurled a knife at one of the spiders.

[dice=Ranged Attack, 2nd inc.]1d20+6-2
[dice=Damage (minimum is 1 point)]1d3-1

im pretty sure the minimum is 1NL


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

Is it? I don't think I've seen that rule.


Giantslayer Map : Senate

NL?


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

NL=non-lethal


Giantslayer Map : Senate

Oh I see, D'oh! I am 99% certain that is not a rule, if you can give me a quote for where you got that from I will be happy to reevaluate Edgar, but I'm fairly convinced its not a thing and not going to seek it myself.


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

wait, when did we see webs? Or did we -not- see the webs?

I realize the webs got "shot" at me, just I didn't ever notice/realize the ceiling was covered in thick webs. Did I just miss something? Either way, making a post.


Giantslayer Map : Senate

Its an abandoned sppoky house, basically webs are all over the place, they are not for the most part particularly large webs that would indicate say giant spiders - they pretty much live up in the ruined ceiling I imagine. Ivan approached I rolled perception for him but it was not sufficient to see the concealed spiders.

I don't find the spiders web ability to be well explained, but basically you are entangled and anchored in your current square.


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

cool, so its an addition to the normal condition. I may just use these things in my FtF game.


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HP 30/34, 1 Con damage, AC 18, Fort +5, Ref +10, Will +4, Perc. +7, Init +5, Panache 0/1
GM Placeholder of Doom! wrote:
Oh I see, D'oh! I am 99% certain that is not a rule, if you can give me a quote for where you got that from I will be happy to reevaluate Edgar, but I'm fairly convinced its not a thing and not going to seek it myself.

Apparently he's right.

It was minimum 1 in D&D 3.5.
Pathfinder changed it to 1 non-lethal.

Thanks for pointing it out, Edgar.


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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

Under Combat, Damage:

CRB wrote:
Minimum Damage: If penalties reduce the damage result to less than 1, a hit still deals 1 point of nonlethal damage.


Giantslayer Map : Senate

Well damn! I was convinced that was not a thing! Thanks for pointing that out Edgar! My thrush familiar is going to be gutted!

On another note, especially for Ivan, do any of you have the Paizo Campaigns browser add on thing? I just learnt about it, and love that you can replace the Paizo avatars, though only for you. You need to download it from the Chrome store or wherever, and then have the pic you want to see on your computer you then hover over the avatar you want to change and input the image and all the instances of the avatar look like that pic. So now all Ivan's look like the image he has linked to me :) Just the face though, whole bodies look to small.


CG Male Human Summoner (unchained) 2 | HP 15/15 NL 13/15 | AC: 14, T:11, F:13 | CMD: 11 Fort +1, Ref +1, Will +4 | perception +0 | Init +1 | speed 30 ft
Edwin:
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) hp 17 (2d10+2) Fort +4, Ref +1, Will +3 Defensive Abilities evasion; Resist electricity 5; CMB +6; CMD 17

Ya I used to think it was a house rule of my gm a long time ago, but I play a lot of pfs locally and our venture officers are very up date on the rules and FAQs. It also means that if you sneak attack, and your weapon die does 1 NL, then the whole SA is NL.


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

Oh weird. This game has so many strange corner cases like that.


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

Shouldn't Scrabbler have AC 18? He should have a +1 size bonus to AC, or am I missing something?


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

Oh, I forgot that. Thanks!


Giantslayer Map : Senate

FYI folks this fight is going to level you. You will still need to sleep to gain new spells, etc., but HP saves, skills, etc.,will all raise directly.


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 wasn't paying close attention to when the round ends, but generally I was thinking they probably don't have combat reflexes.


Giantslayer Map : Senate

Without looking up rules I believe you just go from when there turn is, since they had just gone their aoos refreshed - not that it turned out to be a problem :)


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, a friend of mine is having a rough time right now. Posting may be spotty. Bot as needed.


Giantslayer Map : Senate

Thanks for the heads up Menrozzar, hope things improve for your friend :)


Giantslayer Map : Senate

Go ahead and level up please everyone :) Per day abilities and spells will not increase until you have rested, etc.


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

Bloodrager Level 2

HP: 8 (6+2 Con)
Fort: +1
BAB: +1

Skills (4 + 0 Int + 1 Human)
Acrobatics +1
Intimidate +1
Knowledge (arcana) +1
Perception +1
Survival +1

Background Skills (2)
Craft (leather) +1
Linguistics +1 (Language: Draconic)

Class features: Uncanny Dodge, 2 rounds of Bloodrage.

Favored Class Bonus: +1 round of bloodrage.


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

Warpriest lvl 2

HP Gain 5+2
Fort: +1
Will: +1
BAB: +1
FCB: 1/6 bonus combat feat (he took that at lvl 1 too)

Combat Skills: Perception, Sense Motive, Survival
Background Skills: Craft Blacksmith, Profession: Soldier

Extra lvl 1 spell slot
Class Feature: Fervor


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

Telekineticist lvl 2

Utility Wild Talent: Kinetic Healer

Adventuring skill ranks:
+1 Accrobatics
+1 Heal
+1 Perception
+1 Stealth

Background skill ranks:
+1 Knowledge Engineering
+1 Slight of Hand

FCB: +1 hit point

BAB: +1
Fort: +1
Ref: +1
HP: +9

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