IronDesk's Book of Terniel (Inactive)

Game Master IronDesk


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Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Welcome everybody! Lets take the next couple of days to flesh out backgrounds and finalize crunch. I'd like to be ready to post the first gameplay post on Saturday.

The party starts together and already working as a team, outside of Eiren. I'll post more regarding background stuff later today, but right now I'm off to see if my computer's hard drive can be saved. :/

Scarab Sages

Male Developer 4/ Designer 5/ Director 3

Good luck with your computer (and the weather)!

So, Dolph had said he can cover our healing, correct? If that's the case I think I'm going to continue building towards the Scout specialty that's kind of implied in Morgtii's backstory.

Do we have anyone who'll be playing a real tanky character? I figure Morgtii is going to be primarily a bowman, so I want to grab the Steel Rain Drill, but I've got a second drill to select and I'm trying to decide between the Assassination Drill for Stealth bonuses or possibly grabbing the Infantry Drill for movement bonuses and to allow everyone to share Swap Places, which can be pretty handy for tactical positioning and allowing a beefier ally to cover a wounded or more fragile ally's retreat. Any thoughts or input?

Also, I believe Dolph was going to grab Destruction, is that correct? Will anyone else be using ranged attacks?


I'm not familiar with what a metamorph can do, but Kee-rik and Wolf-Eyes look to be the only dedicated melee PCs. Kee-rik is small size to boot, so my guy might be the tank by default.

Not that I'm complaining; it might help narrow my feat selection - at least for the time being.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

For metamorph, think eidolon as the pc and you won't be too far off.


Male Human
Ssalarn wrote:
Do we have anyone who'll be playing a real tanky character?

Little Kee-rick will likely have an AC of 15, or maybe 16 if I lower Str and Cha for more Dex. And 10 hp. I'm guessing that doesn't count as tanky.

[The metamorph isn't supposed to wear armor, and has three (3) class features that can help make up for the lack, but one trickles in slowly and the other two don't come online until 4th and 5th level.]


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

When creating an alias profile, can you please place a statline for quick reference under your portrait by entering it into the "race" field of the profile Eg:

sample statline wrote:
Male Human |Fighter (Lore Warden) 1| HP 12 | AC 16(T12/FF14) |CMB +5; CMD 17 | Saves Fort +,3 Ref +2, Will +1 | Initiative +2, Perception +0, Sense motive +0, Bluff +0, Diplomacy+0

Also, spend some time here in Discussion to flesh out you character's backstory and relationships with the other characters. Use the following hook to get you started...

The Hook wrote:

Your characters, all young and eager to make your mark on the world, recently came together to try your hand at adventuring. So far the adventurer's life has proven to be pretty dull and less than lucrative. You've accepted a couple of contracts from Ebli's Images, escorting shipments of rare goods to and from Eiren, but mostly it has involved sleeping on cold dirt and watching you last few silvers slowly disappear.

But your luck may be changing. Yesterday a courier found you at the roadside inn you were staying at to deliver a message from Rudolpho's old mentor, the wizard and scholar Silion. It asked your group to attend him at his tower in Eiren to assist him with a 'most urgent matter.'


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Dolph can do a bit of healing. If anyone else can help a bit, that'd probably be good. I could cast up to five CLW spells a day, assuming I don't use my spell points for anything else. I can't channel or do anything like that.

Do we have any skills or diplomats in the party? A face and someone who could find traps could be big to us.

Scarab Sages

Male Developer 4/ Designer 5/ Director 3
Rodolpho Santiwale wrote:

Dolph can do a bit of healing. If anyone else can help a bit, that'd probably be good. I could cast up to five CLW spells a day, assuming I don't use my spell points for anything else. I can't channel or do anything like that.

Do we have any skills or diplomats in the party? A face and someone who could find traps could be big to us.

Battle Lords have Diplomacy and other face skills as class skills, so I can help on the social skills front, as well as Stealth and Survival.


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

I'll post after my little goblin is asleep in 4 or 5 hours...


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

Given her wild camping out and exploring tomboyishness, Raidh has some good Perception, Survival and Handle Animal stats, and ok Kn. Nature (better while we are in the Valley). Sadly, she also has a good ride skill, being the daughter of horse trainers. ;)

I can see no-one really has a good martial weapon that Raidh could copy the use of with her Tutelage Technique, so I've swapped it out for a different one.

Basically Raidh tries to stay close to other cast members to a) get a shield bonus from them, and b) provide them with buffs while striking with her longspear. She (currently) gives a +3 on Aid Another checks 3/day.

Radio can designate two other members of the party as her "cast" - she can buff them similar to a bard, but in more ways. I am guessing this might be Wolf Eyes and either Kee-Rik or Morgtii - if Morgtii is going ranged then it might suit Kee-Rik, though cast-members can use a swift action to gain the benefits of Precise Shot...


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

@GMID - I'm happy to forfeit the remainder of Raidh's gold to represent the dwindling away of our funds on less-than-lucrative missions.

@Party Dynamics

Raidh will be initially somewhat suspicious of Dolph's mentor, but willing to give anything a go at this more desperate stage and buoyed by Dolph's encouragement that Silion is on the up and up.

*** Generally, Raidh will feel most comfortable with Wolf-Eyes as a fellow mundane humanoid with a wild streak.

*** Kee-Rik and Morgti will intrigue and interest her, as they are really not that much different when it comes down to function, if not form - she may not realise that Kee-Rick is a Metamorph having little to do with grippli prior to the formation of the group.

*** Raidh has respect for Rodolpho, but also a little awe and fear of his "amazing" power.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft
Raidh Angharad wrote:

Given her wild camping out and exploring tomboyishness, Raidh has some good Perception, Survival and Handle Animal stats, and ok Kn. Nature (better while we are in the Valley). Sadly, she also has a good ride skill, being the daughter of horse trainers. ;)

I can see no-one really has a good martial weapon that Raidh could copy the use of with her Tutelage Technique, so I've swapped it out for a different one.

Basically Raidh tries to stay close to other cast members to a) get a shield bonus from them, and b) provide them with buffs while striking with her longspear. She (currently) gives a +3 on Aid Another checks 3/day.

Radio can designate two other members of the party as her "cast" - she can buff them similar to a bard, but in more ways. I am guessing this might be Wolf Eyes and either Kee-Rik or Morgtii - if Morgtii is going ranged then it might suit Kee-Rik, though cast-members can use a swift action to gain the benefits of Precise Shot...

Morgtii could probably use some free Precise Shot since it takes a bit longer to get the archery tree up and running.

Will anyone be using a shield or buckler? How are party Fort saves looking? Or saves in general? It looks like we'll be pretty solid on the scouting front, so I can take the Assassination Drill like I was originally planning to buff everyone's Stealth and take advantage of Stealth Synergy, or if we've got a save that's weak for a majority of arty members, I can grab a save-boosting drill.

I'm still leaning towards Scout as my Specialty at 2nd level, but if we realize that we're coming up short on healing too often, I can grab Medic instead. We'll just have to be smart and stay coordinated until then.

For my starting skills, I'm thinking Acrobatics, Climb, Diplomacy, Knowledge (Local), Perception, Sense Motive, and Swim, but I can shift some points around to fill in gaps a bit if we have too much overlap and too many holes.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

I'm pretty good with te Knowledge and Spellcraft skills but that's about all I can contribute to our skill list.


Male Half-Elf | Brawler (Wild Child) 1 | HP 15 | AC 16 (T13/FF13) | CMB +4; CMD 17 | Saves Fort +4, Ref +5, Will +1 | Initiative +3, Perception +1, Sense motive -1, Bluff +1, Diplomacy +1

Willpower is definitely Wolf-Eyes' weak save.

Right now his skills are:
Climb +6
Handle Animal +5
Knowledge (local) +4
Survival (Wis) +4
Swim +6

He also has an animal companion - a mutt named Dewal.

Having grown up in the swamp, Wolf-Eyes is probably comfortable with Kee-rik and familiar with grippli in general. Morgtii seems a little bit more exotic, but I think Wolf-Eyes would think being friends with a giant bug would be hilarious.

I've still got one feat unaccounted for - am leaning towards Toughness for the extra staying power in a fight.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

I think that Dolph will probably be pretty accepting to everyone. He's seen magical things, and I don't think he would be put off by any newer races, even if he hasn't dealt with them much before.


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

Good info folks, keep it coming.

@Michael - Raidh uses a buckler.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

I'm also fine with giving up most of my starting gold to advance the story. I've just got a few bare essentials listed, I think. And I'm fine with giving everything else up.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft
Raidh Angharad wrote:


@Michael - Raidh uses a buckler.

Okay. Bucklers are pretty much a freebie for archers, so I'm trying to decide if having Morgtii glue to you a bit in combat sobwe can Shield Wall makes sense, or if it'd be better to go another route. It seems like there's a fair mix of saves in the group, which is generally good, but it means I have to think about whether Morgtii makes more sense staying near Dolph or Raidh in combat.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Obviously, Dolph will not be in melee. I'll be back using raged tactics, but as a warning, I'm not likely to hit very often due to my lack of PBS or Precise Shot. I'll try to get a volley off early before you all close to melee, but after that, I'll be doing support type things. If things play out like I am figuring, that is.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Some quick notes:

Kee-rik is definitely a meleer. Being size Small, he's going for "length over strength", so he'll want to full attack as often as possible.

He's an amazing climber, very good at Stealth, good at Perception and Survival, and not too bad at swimming. He'll likely have the Chosen of the Goddess trait, which lets him cast a 1st-level Druid spell 1/day---probably either shillelagh or entangle.

If people want to donate to the Buy Poison for Kee-rik's Blowgun Fund, I won't turn them away. :-)

I'm still working on inter-party dynamics, but Kee-rik will probably feel quietly ashamed around Morgtii, as he thinks Morgtii looks uncomfortably delicious. [Yes, Morgtii is slightly larger than he is, but still.]


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Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft
Morgtii wrote:
Raidh Angharad wrote:


@Michael - Raidh uses a buckler.
Okay. Bucklers are pretty much a freebie for archers, so I'm trying to decide if having Morgtii glue to you a bit in combat sobwe can Shield Wall makes sense, or if it'd be better to go another route. It seems like there's a fair mix of saves in the group, which is generally good, but it means I have to think about whether Morgtii makes more sense staying near Dolph or Raidh in combat.

Yep, this is the thing - do you want to be more mobile at range, or in by Raidh? I get a shield bonus to my AC for each member of my cast near me, but it's not so good for anyone else.

On shields and cast members:
For each member of her cast that is adjacent to the synergist, she gains a cumulative +1 shield bonus to her AC. If the synergist is using a shield, this additional bonus stacks with the bonus given from her shield.

We can try it out each way. For in close melee, it will probably be best for me to choose Wolf-Eyes or Kee-rik; for missile support, you or Rodolpho to take advantage of Precise Shot hijinks...

Precise Shot stuff:
As a swift action, any cast member may warn another member that they are making a ranged attack. A cast member that is within 10 feet of a synergist that has given the warning and is firing into a melee combat that has a cast member as a participant, is treated as though they possessed the Precise Shot feat.

Or I just go full-brawl with Kee-rik and Wolf-Eyes. :)


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Male Human
Kee-rik wrote:


I'm still working on inter-party dynamics, but Kee-rik will probably feel quietly ashamed around Morgtii, as he thinks Morgtii looks uncomfortably delicious. [Yes, Morgtii is slightly larger than he is, but still.]

Too funny.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Ha! I was wondering if the "I'm a frog, your a bug" was going to come up!

Oceanshiledwolf: I do have some questions about the synergist. I figure its best to get them out of the way now, and who better to ask :>

Synergy: So, you expend a use of the ability to absorb 1 round's worth of successes as counters, which can then be stored for up to 24 hrs. As a move action you may distribute any number of counters to you cast. These counters must be immediately converted into a bonus - the cast member cannot save them. While only able to benefit from one affect at a time, there is no limit to the number of counters that can be bestowed on any given cast member. (So a fully charged up Raidh could potentially grant 25 temp hp to one PC). These benefits last so long as the cast member stays within 30' of the synergist or 24 hrs/rest whatever comes first.

Techniques: These must be selected individually right? They are not like grit or Ki where you get to choose freely from the whole list round to round.


Male Human
GM IronDesk wrote:

Ha! I was wondering if the "I'm a frog, your a bug" was going to come up!

Oceanshiledwolf: I do have some questions about the synergist. I figure its best to get them out of the way now, and who better to ask :>

Synergy: So, you expend a use of the ability to absorb 1 round's worth of successes as counters, which can then be stored for up to 24 hrs. As a move action you may distribute any number of counters to you cast. These counters must be immediately converted into a bonus - the cast member cannot save them.

Correct

GM IronDesk wrote:
While only able to benefit from one affect at a time, there is no limit to the number of counters that can be bestowed on any given cast member. (So a fully charged up Raidh could potentially grant 25 temp hp to one PC). These benefits last so long as the cast member stays within 30' of the synergist or 24 hrs/rest whatever comes first.

After I examined this closer I felt this was potentially gameable - imagine a synergist fighting alongside 3 natural attackers who all managed to hit in a round with 3 attacks each - 9 counters bestowable to one cast-member...

So I created this errata in bold:

"These counters can be distributed to a single member or among any number of members of her cast as she sees fit, however no single creature may receive a number of counters greater than the synergist's Charisma modifier."

This errata will be appearing in Liber Expanded, as well as two Syergist archetypes. :)

GM IronDesk wrote:

Techniques: These must be selected individually right? They are not like grit or Ki where you get to choose freely from the whole list round to round.

Correct - once chosen they remain. Though I think they should be able to be swapped out like a sorceror's spells at level up...


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft
Kee-rik wrote:


I'm still working on inter-party dynamics, but Kee-rik will probably feel quietly ashamed around Morgtii, as he thinks Morgtii looks uncomfortably delicious. [Yes, Morgtii is slightly larger than he is, but still.]

Morgtii had been peacefully oblivious to this concept until this moment, and is now quietly disturbed....


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Re: Synergy: Ok lets go with the errata version.

Re Starting Money: No need to modify starting gold... though I'm impressed with everybody's willingness to embrace poverty for the sake of a good story.

Profiles:

Rodolpho: good to go, though I didn't see remaining gold listed in your gear section

Raidh: I figure your HP at 11, not 12. Where does the "+1 human" come from?

Wolf-Eyes: Did your favoured class bonus go into skills? Also, don't see gear listed.

Morgti and Kee-rik: Profiles completed by end of weekend?


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft
GM IronDesk wrote:


Morgti and Kee-rik: Profiles completed by end of weekend?

Absolutely!


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft
GM IronDesk wrote:
Re: Synergy: Ok lets go with the errata version.

Ok!

GM IronDesk wrote:
Raidh: I figure your HP at 11, not 12. Where does the "+1 human" come from?

I really have no idea. Adjusted!


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

DM, I can't find amount of starting gold. I'm sure I'm overlooking it. What do you want us to start with?


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Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Hrmmm... turns out you couldn't find it because I didn't include it in the creation guidelines. It should be average wealth by class, so...
Incanter = 105gp
Synergist = 140gp
Metamorph = 105gp
Battle Lord = 175gp
Brawler = 105gp


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Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Made purchases.

Also, since we are healing weak, I am going to sacrifice all my Incanter bonus feats, taking five specialization points. I'll burn three of them in my Destruction Sphere Specialization, as written in my sheet. I'll use the other two points to pick up Channel Energy to keep this motley crew running. All this is discussed on page 86 of the SoP book, if I've not been clear.

I can channel positive energy 7 times a day at first level. That plus possible CLW spells should be a nice amount of healing for us.

Scarab Sages

Male Developer 4/ Designer 5/ Director 3
Rodolpho Santiwale wrote:

Made purchases.

Also, since we are healing weak, I am going to sacrifice all my Incanter bonus feats, taking five specialization points. I'll burn three of them in my Destruction Sphere Specialization, as written in my sheet. I'll use the other two points to pick up Channel Energy to keep this motley crew running. All this is discussed on page 86 of the SoP book, if I've not been clear.

I can channel positive energy 7 times a day at first level. That plus possible CLW spells should be a nice amount of healing for us.

I think that that, plus coordinated combat from having the synergist and battle lord on the field to help maximize party performance, should be great.

Btw, just need a few minutes on a real comp instead of my phone to get stats posted.


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft
GM IronDesk wrote:

Hrmmm... turns out you couldn't find it because I didn't include it in the creation guidelines. It should be average wealth by class, so...

Incanter = 105gp
Synergist = 140gp
Metamorph = 105gp
Battle Lord = 175gp
Brawler = 105gp

Actually, you did:

GM IronDesk wrote:


Level: 1; max HP (1/2+1 afterwards); average starting wealth
Stats 20 pt buy
Alignment: Any [/b]

;)


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Ha! Yay for me! Apparently I just need to format better...

Anyway, gameplay is now live.


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

Hey all, I got the go ahead from the very kind publisher of The Book of Terniel (and GMID) to email you copies of the Player's Guide - either put your email in a spoiler, or PM me.

Already sending one to you now Michael...


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Thanks for that OSW!


Spoiler:
zackc43@gmail.com

Very cool, OSW.

For the GM:

Yes the favored class bonus went to skills. I'll have the finishing touches put on Wolf-Eyes' sheet shortly.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

...just waiting on our two little anthropomorphs...


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft
GM IronDesk wrote:
...just waiting on our two little anthropomorphs...

Checked in! Sorry about the delays, had to drop my wife off at the airport at 5am, run home and give her best friend a ride to the next town over to pick up a moving truck, then work a 10 hour shift. I should be able to check in at morning and lunch a little more easily going forward.


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

Ok, copy sent Zack!

Distant Scholar?

Gerald?


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

I prefer to run individually ordered initiatives but I know it can be disjointing in PBP. Lets try it for this encounter and if it proves to be too confuising or too slow I'll switch over to blocks.

Also, Wolf-eyes, just use your initiative for Dewall's


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Picky technical detail that doesn't matter: Is there a special reason Kee-rik's initiative modifier is +1 in this fight, and not +3?


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

oops, cut and paste oversight - corrected for next time.

...and map now opened for editing


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii has a natural attack, would the fly that attacked Rodolpho have provoked an AoO?


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

The fly did not exit Morgtii's threatened area ( only entered), so unless those natural attack have reach, they do not provoke.

Also, Target of Opportunity states that the triggering ranged attack must hit, which Rodolpho's did not.

Morgtii still has is regular rnd 2 action though.

Scarab Sages

Male Developer 4/ Designer 5/ Director 3
GM IronDesk wrote:

The fly did not exit Morgtii's threatened area ( only entered), so unless those natural attack have reach, they do not provoke.

Also, Target of Opportunity states that the triggering ranged attack must hit, which Rodolpho's did not.

Morgtii still has is regular rnd 2 action though.

Noted!


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Waiting for Raidh's turn before Kee-rik decides what to do. I want to see if she can get into the house, or something.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Giving Raidh till tomorrow morning ( about 8-9 hrs) then moving on.


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

I should be there in an hour or so - sorry, bit hectic, first week in new job, plenty tired...


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

I'll be away from my computer until late Sunday. Hopefully, I've given the GM enough information to work with.

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