Hot DM's Argent Corvids (Inactive)

Game Master Hotaru of the Society

Link to Everything Ever
Map of Kintargo
Longroads Coffee House

Current Battlemap

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Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Man, those posts take a while. :S Don't know how other folks do it. ;)

@Foul: Luckily you're pretty late in the order, so you should have time. :)

Also, Knowledge checks are a non-action, and you can share anything you roll as part of said nonaction. It doesn't really apply here, but it probably will later. :)


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Also worth noting: Not all of the crowd is pushing forward. It's kind of uncontrolled chaos. A lot of folks are running, or at least trying.


Female Human Kineticist/Cavalier(VMC) 2 NLD 4 HP 21/22 | Init +3 Percpt +5 | AC 18/13/15 CMD 15 CMB +2 | Fort +6 Ref +6 Will +0 | 2/6 Burn
Skills:
Acrobatics +8 (+10 jump), Fly +8, Know(Nature/Arcana,Hist,Local,Nobility,Religion) +6/+5, Stealth +8, UMD +6

DM!:

Question: I had kind of wanted to use a broken longsword as the focus for Misha's kinetic blade, mainly because it's part of the image she's adopted, fancying herself a proper cavalier. As written, though Gather Energy wouldn't work with her wielding the hilt. Would you be alright with ignoring the "hands free requirement" with regards to the hilt? Or should I just skip it?


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Misha:
No reason to say no to flavor. :)


Female Human Kineticist/Cavalier(VMC) 2 NLD 4 HP 21/22 | Init +3 Percpt +5 | AC 18/13/15 CMD 15 CMB +2 | Fort +6 Ref +6 Will +0 | 2/6 Burn
Skills:
Acrobatics +8 (+10 jump), Fly +8, Know(Nature/Arcana,Hist,Local,Nobility,Religion) +6/+5, Stealth +8, UMD +6

Question: How far across is the pond at the south of the map? :o


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Based on the map of Kintargo... around three hundred feet. :)


Female Human Kineticist/Cavalier(VMC) 2 NLD 4 HP 21/22 | Init +3 Percpt +5 | AC 18/13/15 CMD 15 CMB +2 | Fort +6 Ref +6 Will +0 | 2/6 Burn
Skills:
Acrobatics +8 (+10 jump), Fly +8, Know(Nature/Arcana,Hist,Local,Nobility,Religion) +6/+5, Stealth +8, UMD +6

Damn, that's a bit too far :p


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

I figured. :) Sorry for ruining your fun. Definitely thanks for asking, though. :)


Female Human Kineticist/Cavalier(VMC) 2 NLD 4 HP 21/22 | Init +3 Percpt +5 | AC 18/13/15 CMD 15 CMB +2 | Fort +6 Ref +6 Will +0 | 2/6 Burn
Skills:
Acrobatics +8 (+10 jump), Fly +8, Know(Nature/Arcana,Hist,Local,Nobility,Religion) +6/+5, Stealth +8, UMD +6

Reality (even in the game) is so inconsiderate sometimes! ;)


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

This might sound a bit harsh... but this Adventure Path is going to take years to run if everyone is acting in a timely manner. As a result, I really need posts within a day of your turn when it's combat.

I'm leaning towards just botting after 24 hours has passed since a player's turn began. I really don't want to do that, but I also don't want to be on book one for three years.

Does that sound too harsh to other folks? Should it be a larger window?


Female Human Kineticist/Cavalier(VMC) 2 NLD 4 HP 21/22 | Init +3 Percpt +5 | AC 18/13/15 CMD 15 CMB +2 | Fort +6 Ref +6 Will +0 | 2/6 Burn
Skills:
Acrobatics +8 (+10 jump), Fly +8, Know(Nature/Arcana,Hist,Local,Nobility,Religion) +6/+5, Stealth +8, UMD +6

24 hours has worked great in WotR, just need to get people into the habit!

It's worth pointing out that pre-rolling your next turn in discussion is a really good way to ensure you can post if you're going to be busy :)


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Also, in relation to the above: If you're going to be too busy to post, letting me know is completely cool with me. I'll totally bot you so you don't have to worry while you're off doing whatever. Likewise, if you feel like your 'turn' is going to fall just outside of your posting times, don't be afraid to preroll and put it in a spoiler. I'd rather do that than bot, by any stretch. I'll prod you if something significant changes in relation to what you wanted to do and what's gone on.

Edit: What she said.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Would you guys prefer individual initiatives, the block style that I'm using, or full-on-block?

Do you have a problem with me asking you guys to post within 24 hours of it becoming your turn in combat?

Do you have problems with the top of the initiative going alongside the bottom of the initiative?


Male Halfling Inquisitor of Ragathiel 2 / VMC Fighter | hp 20/20 (healthy) | AC 19, touch 13, ff 16, CMD 15 | Fort +6, Ref +3, Will +6 (+2 vs. illusions) | Perc +9, Init +4

I'd actually like to suggest group initiatives.

For each faction in a combat, roll initiative. Everyone in the group completes actions in order (either whatever order they post in or in order of Init bonuses) and then we move on.

I personally have a problem with moving the top of the initiative down.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Okay, that's one vote for full-block.


Female Human Kineticist/Cavalier(VMC) 2 NLD 4 HP 21/22 | Init +3 Percpt +5 | AC 18/13/15 CMD 15 CMB +2 | Fort +6 Ref +6 Will +0 | 2/6 Burn
Skills:
Acrobatics +8 (+10 jump), Fly +8, Know(Nature/Arcana,Hist,Local,Nobility,Religion) +6/+5, Stealth +8, UMD +6

How would our init bonus be determined?


Male Halfling Inquisitor of Ragathiel 2 / VMC Fighter | hp 20/20 (healthy) | AC 19, touch 13, ff 16, CMD 15 | Fort +6, Ref +3, Will +6 (+2 vs. illusions) | Perc +9, Init +4

For my last game, I had the player with the highest Init bonus roll (a slayer with +10 Init later on), but you could also take the average.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

as much as I hate to say this (seriously awful) I'm going to be basically useless for anything not work for about a month..... sigh... I guess I'm quitting this.... sorry for wasting your time


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

It's not a problem, and I understand. Real life comes first. Plus, think of all the monies!

Good luck!


Male Human (Chelaxian) Cleric (Evangelist) 3 | HP 30/30 | AC 15, T 11, FF 14 | Fort +5, Ref +3, Will +7 | CMD 14 | Init +1 | Perception +3 | Channel 5/5 | Performance 13/13

I refer individual initiatives, but the way we're doing it now (one category of enemies sharing an initiative) is fine.


Male Human (Chelaxian) Cavalier (Huntmaster) 3 | HP: 31/33 | AC: 15, touch 11, flat-footed 14 | Fort +5, Reflex: +3, Will: +2 | Init: +1 | Perception + 6
Brutus:
HP: 29/30 | AC: 16, touch 14, flat-footed 13 | Fort: +5, Reflex: +6, Will: +2 | Init: +3 | Perception: +5

Hello there everyone. I'm a friend of the GM who has been invited to fill your now open character slot. It's a pleasure to meet all of you.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Pffft, the only person you don't 'know' is Scath Kitty. Who you may also know. :)


Male Human (Chelaxian) Cavalier (Huntmaster) 3 | HP: 31/33 | AC: 15, touch 11, flat-footed 14 | Fort +5, Reflex: +3, Will: +2 | Init: +1 | Perception + 6
Brutus:
HP: 29/30 | AC: 16, touch 14, flat-footed 13 | Fort: +5, Reflex: +6, Will: +2 | Init: +3 | Perception: +5

This is indeed true.


Male Halfling Inquisitor of Ragathiel 2 / VMC Fighter | hp 20/20 (healthy) | AC 19, touch 13, ff 16, CMD 15 | Fort +6, Ref +3, Will +6 (+2 vs. illusions) | Perc +9, Init +4

Hi there!


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Victor apparently is friends with some members of the Order of the Torrent. DISCUSS!


Female Human Kineticist/Cavalier(VMC) 2 NLD 4 HP 21/22 | Init +3 Percpt +5 | AC 18/13/15 CMD 15 CMB +2 | Fort +6 Ref +6 Will +0 | 2/6 Burn
Skills:
Acrobatics +8 (+10 jump), Fly +8, Know(Nature/Arcana,Hist,Local,Nobility,Religion) +6/+5, Stealth +8, UMD +6

Woo, heya! :)


Male Human (Chelaxian) Cavalier (Huntmaster) 3 | HP: 31/33 | AC: 15, touch 11, flat-footed 14 | Fort +5, Reflex: +3, Will: +2 | Init: +1 | Perception + 6
Brutus:
HP: 29/30 | AC: 16, touch 14, flat-footed 13 | Fort: +5, Reflex: +6, Will: +2 | Init: +3 | Perception: +5

Hey there!


Male Human (Chelaxian) Cleric (Evangelist) 3 | HP 30/30 | AC 15, T 11, FF 14 | Fort +5, Ref +3, Will +7 | CMD 14 | Init +1 | Perception +3 | Channel 5/5 | Performance 13/13

Whoa.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Feel free to come in from whichever portion of the map you want... except the northwest. That would be silly. :)


Male Human (Chelaxian) Cavalier (Huntmaster) 3 | HP: 31/33 | AC: 15, touch 11, flat-footed 14 | Fort +5, Reflex: +3, Will: +2 | Init: +1 | Perception + 6
Brutus:
HP: 29/30 | AC: 16, touch 14, flat-footed 13 | Fort: +5, Reflex: +6, Will: +2 | Init: +3 | Perception: +5

Sounds good to me. I assume that I still get a full round, correct?


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Yup


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Male Halfling Inquisitor of Ragathiel 2 / VMC Fighter | hp 20/20 (healthy) | AC 19, touch 13, ff 16, CMD 15 | Fort +6, Ref +3, Will +6 (+2 vs. illusions) | Perc +9, Init +4

Victor, can we know each other? I want to dislike you for some stupid aesthetic reason.


Male Human (Chelaxian) Cavalier (Huntmaster) 3 | HP: 31/33 | AC: 15, touch 11, flat-footed 14 | Fort +5, Reflex: +3, Will: +2 | Init: +1 | Perception + 6
Brutus:
HP: 29/30 | AC: 16, touch 14, flat-footed 13 | Fort: +5, Reflex: +6, Will: +2 | Init: +3 | Perception: +5

Considering you're also a member of the Order of the Torrent, I don't see why not.


Female Human Kineticist/Cavalier(VMC) 2 NLD 4 HP 21/22 | Init +3 Percpt +5 | AC 18/13/15 CMD 15 CMB +2 | Fort +6 Ref +6 Will +0 | 2/6 Burn
Skills:
Acrobatics +8 (+10 jump), Fly +8, Know(Nature/Arcana,Hist,Local,Nobility,Religion) +6/+5, Stealth +8, UMD +6
Quote:
I want to dislike you for some stupid aesthetic reason.

I find that incredibly funny for some reason :P


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Since I didn't even bother to ask, which makes me a rather terrible DM, does anyone mind that I added Victor?


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Other things I have changed, that I'm doublechecking:

I nerfed antagonize pretty heavily as a feat.
I adjusted the Cult archetype for Mesmer to be less creepy, while still being cool.
I allowed feats that you already have to be changed when you get them as a bonus feat. Ditto bonus spells.
I allowed the crowd to be swayed by the PCs actions after they started rioting (something the book didn't allow for that I thought was cool).
I altered the way initiative worked to try to speed up the game.

Does anyone have any problem with any of those?

I'm still waiting on more answers regarding initiative. If you just don't care, let me know. You can also just say what you -don't- like.


Female Human Kineticist/Cavalier(VMC) 2 NLD 4 HP 21/22 | Init +3 Percpt +5 | AC 18/13/15 CMD 15 CMB +2 | Fort +6 Ref +6 Will +0 | 2/6 Burn
Skills:
Acrobatics +8 (+10 jump), Fly +8, Know(Nature/Arcana,Hist,Local,Nobility,Religion) +6/+5, Stealth +8, UMD +6

Of course not!

Group initiative works fine for me :)

I liked that we're able to get the crowd to safety instead of them just milling about idly while getting pummeled :P


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

So far, two votes singular, two votes group.

What do you think of letting people who want singular initiative have it, and those who want group have it? It seems to fix most of the issues. It keeps things moving when I don't have the time to respond individually, most of the time, while allowing people to have their own individual initiatives if they prefer for their initiative to specifically matter.


Female Human Kineticist/Cavalier(VMC) 2 NLD 4 HP 21/22 | Init +3 Percpt +5 | AC 18/13/15 CMD 15 CMB +2 | Fort +6 Ref +6 Will +0 | 2/6 Burn
Skills:
Acrobatics +8 (+10 jump), Fly +8, Know(Nature/Arcana,Hist,Local,Nobility,Religion) +6/+5, Stealth +8, UMD +6

It'd probably be easier to just stick with one or the other. I can go either way, so if no one else decides they want block initiative today just change my vote and problem solved :P


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Well, it's not really a problem, imo. It's no difficulty for me to hybridize it.

Here are my thoughts:
I want for the game to run quickly.
I want people to feel like they're getting individualized attention, rather than massive GM posts.
I want for players who invest in a high initiative to feel rewarded for that.
I want for rogues and their ilk to not feel like they're being punished for everyone else's low initiatives (if that were the case. It's really not.).
I want to not hit the entire party in the face with the entire enemy team all at once.

The answer seemed to be 'blocks of similar initiative go together.'


Female Human Kineticist/Cavalier(VMC) 2 NLD 4 HP 21/22 | Init +3 Percpt +5 | AC 18/13/15 CMD 15 CMB +2 | Fort +6 Ref +6 Will +0 | 2/6 Burn
Skills:
Acrobatics +8 (+10 jump), Fly +8, Know(Nature/Arcana,Hist,Local,Nobility,Religion) +6/+5, Stealth +8, UMD +6

Yeah, the grouping you did to start makes sense to me! It's a good middle ground. I'm not picky in the end, if we're doing a hybrid I'll probably go individual, since my bonus should be pretty good as we progress.


Male Halfling Inquisitor of Ragathiel 2 / VMC Fighter | hp 20/20 (healthy) | AC 19, touch 13, ff 16, CMD 15 | Fort +6, Ref +3, Will +6 (+2 vs. illusions) | Perc +9, Init +4

I don't mind at all that you added Victor. Kamenhero's a good player, glad to have him.

Hot DM wrote:

Other things I have changed, that I'm doublechecking:

I nerfed antagonize pretty heavily as a feat.
I adjusted the Cult archetype for Mesmer to be less creepy, while still being cool.
I allowed feats that you already have to be changed when you get them as a bonus feat. Ditto bonus spells.
I allowed the crowd to be swayed by the PCs actions after they started rioting (something the book didn't allow for that I thought was cool).
I altered the way initiative worked to try to speed up the game.

Does anyone have any problem with any of those?

-I'm unsure Antagonize NEEDS to be nerfed, as pretty much the only thing that can draw aggro. However, for that and the cult master archetype it's hard for me to pass judgment when I don't know what it is that you actually changed.

-No problem about re-training bonus feats and spells.
-No problem for cool new actions being allowed.
-No problem with initiative. I'd prefer hybridized, actually (though I want group).


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

I required the Antagonize feat to be one or the other when you took it, and made it so that either version cannot be used twice in the same day on the same target, succeed or fail.

The version we wound up doing for cultmaster is as follows (in relation to a normal Mesmer):

Trade +Bluff for +Diplomacy.
Replace Sneak Attack stare with Fanatical Stare, which functions similarly to Bard Song for a single individual, as a free action. +hit/damage/will.
False Healing (basically healing hex but with temporary hit points) and delaying touch treatment by seven levels.
Leadership instead of Bold Stare at seventh.
Cult tricks on a case by case basis.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Don't care about how initiative is done, as long as it's consistent. However, I would note that group initiative kills classes with bonuses to init (like those that add 1/2 level). If you're going to do group, I'd do it using the average across the group without feats or class abilities, then add class ability (or the average of all class ability bonuses)..

Example :

If everyone's base init (dex + traits + feats) averages to 5, and there are two people who have class abilities that add to initiative (+1 per 2 levels, and +1 per 4 levels), then if they were level 8, the initiative for the group would be 5 + ((4+2)/2) = 5+3 = 8.

Otherwise, the people with those class abilities aren't getting any real benefit from them.


Female Human Mesmerist 3 ( Custom Cult Master )

@anyone that uses spells vs will,if you give juniper a heads up she can lower a target's will by 2


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Also! I added a notation (via comment) to the battlefield that apprises everyone of the current situation of each individual. It should help people in keeping track of just what is going on.


Male Halfling Inquisitor of Ragathiel 2 / VMC Fighter | hp 20/20 (healthy) | AC 19, touch 13, ff 16, CMD 15 | Fort +6, Ref +3, Will +6 (+2 vs. illusions) | Perc +9, Init +4

Juniper - we don't know anything about your abilities in-character.

Tobias would certainly not wait for your turn, because he doesn't know that you're making it easier for him to not get hit.
He also would certainly not wait for you to use hypnotic stare on an enemy before spellcasting because he doesn't know that you can do that.


Female Human Mesmerist 3 ( Custom Cult Master )
Tobias Underheel wrote:

Juniper - we don't know anything about your abilities in-character.

Which is why I told you OOC so you can make note of it for the future and bring it up IC.

Tobias Underheel wrote:

Tobias would certainly not wait for your turn, because he doesn't know that you're making it easier for him to not get hit.

He also would certainly not wait for you to use hypnotic stare on an enemy before spellcasting because he doesn't know that you can do that.

Using block initiative that would be a pure OOC choice of when you post not how fast your character acts.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Are the colors confusing anyone? Would you prefer that I use numbers? They're a bit more annoying to maneuver, but if it will make it easier, I can do that. Would you prefer colors over numbers?


Male Human (Chelaxian) Cavalier (Huntmaster) 3 | HP: 31/33 | AC: 15, touch 11, flat-footed 14 | Fort +5, Reflex: +3, Will: +2 | Init: +1 | Perception + 6
Brutus:
HP: 29/30 | AC: 16, touch 14, flat-footed 13 | Fort: +5, Reflex: +6, Will: +2 | Init: +3 | Perception: +5

I'm keeping track of things alright.

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