Homebrew AP: Mercenaries (Inactive)

Game Master Duboris

Chul'Galbrann, the sky city of heroes, is the home to many mercenaries and great men and women. Join our handful of heroes as they discover great mysteries, fell legends, and defeat unparallelled odds.

They might also do some plumbing.


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That's all well and good. College has officially started and I now have a 5 hour gap between 2 classes that I can dedicate to pathfinder related shenanigans or homework every teusday and Thursday. No Friday classes, either, but mondays and wednesdays are full, and monday especially so, seeing as how this game is finally getting played in real life with my friends at school every Monday and Friday for hours at a time.

Funny, really. They love the ACG, so here's that roster.

Destined Bloodrager 5 (Aasimar Mounted Lance Charger)
Tiger Hunter 5 (Elf Ranged Combatant with Tiger Companion)
Slayer 5 (Human High DPR, Flanker, Assassin Prestige)
Warpriest of Caiden Caylean (Human Strength/Community Tank and Healer)
Aquatic Wizard 5 (Undine +25 Swim check, Conjurer/Water specialist) (Platypus named Perry as familiar)
Fighter 5 (Human Strider. Long range and Close range combatant with a focus in long range)

That all said, I'm curious what differences all of you will have...

Also from a glance, I believe we've lost Rova, but that's actually surprising. I'll do what I can to get him back, but please, continue posting :D


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

Sorry for my absence. I was dealing with some health issues and took a bit of a vacation with no internet access. I am back now and will try to catch up if you'll all still have me.


Glorious! Sorry I doubt you. Glad to have you back.


The distance, on foot, if I recall, to the Fort is 6 hours, or rather, half a day. At this point, you'll have landed properly in Ostenso for what could only be assumed is 7 hours. However, It's early, so you would arrive at the drop of 5 PM, assuming a 30 foot walking speed and it wouldn't harm your characters in the slightest.


http://www.livestream.com/duborissden

Seems a little impudent, but I'm about to start a livestream and draw my Eidolon for a campaign I'm in. So if anyone wants to come watch to pass the time and chitchat about the games we're in that'd be spectacular.


male kitsune rogue 3/arcanist 3 | hp 15/22 | AC 18, ff 15, touch 13, CMD 17 | Fort +1, Ref +7, Will +5 | Init +3, Perception +9, low-light vision

By the way, guys, I have a whole bunch of fireworks and some poison and some shapeshifting abilities. Tell me I'm not the perfect infiltrator.


Just pointing this out, but if Rova really wishes to, he can likely outrun you :U


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

I would love to see him outrun my 60 foot fly speed.


Oh that's a lot. My bad, I was under the impression you had 30. Sorry Rova.


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Although the rules are murky if you can "sprint" with a fly speed. Anyways it's not like Aviz is physically restraining him, just trying to give a word of advice before he charges in head first without thinking. Cool character relations, Aviz and Rova will have to hammer out their relationship because they both think they're top dog in physical fighting haha.


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

Charging in head first without thinking = Rova's bread and butter.


But now that he's not holding onto you and is flying off, you're likely going to follow at full speed, yes?


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

I don't particularly care about him charging in head first, I just want to get an eye on that creature before Rova scares it off.


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

^ Correct.


FIRST COMBAAAAAAAAAAAAAAAAAAAAAAAT. Fun Fact: Everything here has a class level :D


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

I will eat their class levels and Sh*t out a cohort.


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

I think it goes you Aviz, then all the gobs, then me etc. But I could be misreading the purpose of that init block.

I believe we are just doing descriptive theatrical awesome combat, if I remember the recruitment thread.


Given the circumstances it's theatrical combat, but indoors tiled combat like against Oswald are actually a thing, so be wary of it. This is just too big a map for that, however, so buckle up.

Also the Initiative block is already spoilered. The names are in order of who's initiative got what, really, but where I used Donjon to do it the numbers just aren't there, but I assure you, that's how it landed.

So, first up, as bolded, is Aviz.

Please do not forget that you get a +2 Bonus on Attack and Damage rolls, as well as saves to make up for Jahl'ra's lack of availability.


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Oh you must have edited it to include me. Posting now.


You were always in it bolted at the top :U


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

I think right when you originally posted you didn't have me, but I may be mistaken. Either way my post is up.

I'm hoping to incite them into a rage and have them all charge me at once, then abuse my high dex with combat reflexes to take as many down as I can. Reach weapons too stronk.


Tiefling Cleric of Nethys (Ecclesitheurge) 5 / Empyreal Sorcerer 1

Driving home from vacation, proper post either late tonite or tomorrow.


Gentlemen it's a Thursday. 5 hour gap in classes and no homework. Expect many many posts that are combat related.


I'm pretty sure that Rova's least favorite weapon is the longspear. What do you guys think of your first combat?


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Very cool. You have an organized posting style that allows combat to flow smoothly; the only thing I would like to see is a map, but you're describing the battlefield well enough that it isn't an actual problem, just a preference.


This is one of very few combats without a map. I assure that. Most will be like when Rova fought Oswald. Also yes, once you instakilled one they got a little more careful. The goblins seem to be rather intelligent, despite the usual stereotypes. You were, however, warned prior of that fact.

Now it's just been put to being truthful. The only question now is How smart are they?


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

Just to point out some things, I assume the longspear goblin shifted five feet before attacking me, because you can't attack adjacent foes with a reach weapon. Also, remember that I have DR1/- so my HP is actually 38.


Male Human HP 45 / 71 | AC 23 / Touch 13 / Flat-footed 21 - CMD 17 | Fort +16 - Reflex +5 - Will +9 | Init +1, Perception +1

Ah yes. Correct on the Dr, wrong on the reach (but still right.) The long spear is small size so doesn't reach 10 feet.


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7
Dmitri Mavis wrote:
Ah yes. Correct on the Dr, wrong on the reach (but still right.) The long spear is small size so doesn't reach 10 feet.

I believe the size of the weapon has nothing to do with the reach. In fact I have a halfling bard who uses a long spear commonly.


Saru if you make a double move you'll be on them if you do so next turn. Avid an aerial charge would reach them yes but can you do that in just a move and standard? I'm gonna rule yes.

Also in regards to the size for small creatures I'm just using that because a large longspear has a reach of 15 feet and grows consistently with categories. I'd like if someone could find official rules on that though.

1 goblin is dead. 3 ranged goblins are left. 2 dogslicers. One longer. One bugbear.


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

A large long spear does not have a reach of 15 feet. A large creature typically has a reach of 10 feet, and when they use a reach weapon they can attack at 15 feet. Reach weapons essentially increase your reach by 5 feet, regardless of size.

Also, a charge is a full round action where you can move double your speed in a strait line and make an attack at the end of it.


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

From the SRD, Reach: You use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe.

Small and Medium creatures both threaten 5' and with a reach weapon, small or medium threaten 10ft.

It's why polearm master fighters have an ability that allows them to shorten their grip and attack at a penalty at 5 feet.


male kitsune rogue 3/arcanist 3 | hp 15/22 | AC 18, ff 15, touch 13, CMD 17 | Fort +1, Ref +7, Will +5 | Init +3, Perception +9, low-light vision

Rova and Aviz are right. Otherwise, what would be the point of a Small reach weapon, under your rules? Small creatures already threaten 5'.

Also, a charge is either a full-round action or a standard action, but if you use it as a standard you can only move up to your speed. Considering that Aviz' speed is twice mine, I think it's fair that he be able to do it as a standard if a double move will get me there.


I don't have a computer at the moment so I can't go into detail on the reasoning. Also I do know what charging is I just figured you might have to fly up first.

A reach weapon [b] Doubles [\b] your reach.increase it by 5 feet. It's weird though because if a player has a large longspear and is medium size he doesn't have a computer15 foot reach. He still has 10 foot reach... with a large longspear.

Let's just call it a houserule.


male kitsune rogue 3/arcanist 3 | hp 15/22 | AC 18, ff 15, touch 13, CMD 17 | Fort +1, Ref +7, Will +5 | Init +3, Perception +9, low-light vision

Well... a Medium character can't use a Large longspear, but that's beside the point.


My phone butchered that. For simplicity sake let's just say that "Weapons of a larger size nice the reach as appropriate for thei size. So if you use a large longspear, you have a reach of a15 feet, but a blind spot of a10 feet.


Also I was under the impression you could use a large weapon as a medium creature but with massive penalties?


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

If it's a house rule that's fine.

You cannot use a large long spear as a medium creature. You can use a large one handed weapon as a two handed weapon with a -2 penalty.


Actually, for simplicity sake, and the fact that this issue will likely never arise ever again in the future of the campaign, just assume that the goblin is using a shortspear. Sized for small.

That seems better anyway. Worst case scenario he had to 5 foot step.

Back to the bloodshed!


Okay so upon inspection, you cannot trip a creature or player or anything that happens to be in the middle of standing back up. However you can trip any other time, really, par flying.

That doesn't stop you from disarming them while they're standing, however, but that provokes.


Aviz, maintain that attack roll, but use it for damage. Here's my ruling on tripping, that I'm sure most agree with.

Standing up is a move action, obviously, unless a feat or rogue talent disagrees. So, while in the middle of standing up, you're still prone, and tripping doesn't work on prone enemies.

It's like tricking a wonky snake.

That said, you're attack should still definitely hit. You can, however, trip him when he attempts to run, or fire at you. Honestly he's still pretty locked.


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Really? I didn't know that. Can you link where that is specified? For now I'll just replace the trip with an attack.


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Oh are you saying it's a house rule? You mean you don't want me to Mortal Kombat trip them forever?


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

No it's actually not allowed to Mortal Kombat trip them forever.


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

That's totally fine, but could somebody link me to the rules for that? I can't find it.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

AoO rules

It's because an AoO happens BEFORE the act that provoked it. So, if a person stands up and provokes an AoO, then they are still prone whilst you take the AoO and thus can't be tripped.


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Ah that makes sense.

New idea. Get improved disarm. Trip them, when they stand I use the AoO to disarm them, when they go to pick up their weapon I use the AoO to trip them. Muahahaha.


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Rova - I wield dual falcatas. Two weapon fighting penalties be damned.


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

^This should be tattooed on Rova's forehead. lol.


Goblin stealth checks can get crazy.

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