
Darkwolf117 |

Sorry, been out for awhile (doesn't help that my computer keeps dropping its wifi and needs to be restarted as of late).
As for the cuddles... if I can get one or two nice rolls off, Macho might wanna think twice about holding onto wolf-men.
Then again, with my luck so far... anyway, post'll be up in a minute.

SpoCk0nd0pe |

Watching that fight with interest :)
I'm just curious: How that animal companion directed to flank within the silence? Does he even need to be directed?
My lvl 2 char is almost done. But I got more questions: Are characters going to be reset when testing is over (I mean those created at lvl 2)? How are HP determined? Half max, +1 at even levels?

Darkwolf117 |

My lvl 2 char is almost done. But I got more questions: Are characters going to be reset when testing is over (I mean those created at lvl 2)? How are HP determined? Half max, +1 at even levels?
I'm pretty sure the current plan is for everyone to start at level 2, in the real arena. Otherwise though, I believe the characters are intended to be reset (the level 5 builds for example aren't going to be brought over).
HP is by PFS standard (I think), with half of the class hit die plus one. So d6's get 4, d8's get 5, etc. Besides the first being max, of course.
Edit: And incidentally, I would totally expect wolves in a pack to flank. I'd doubt it would need direction if it has the opportunity (though making it go out of its way to do so might be more difficult).
Ok, Blarnaz needs youall to start rolling poorly or he's going to be a non-factor in this fight.
Jack would have failed earlier if he'd actually been targeted. He's trying to be helpful :P

Eben TheQuiet |

A question asked in the currently-running 2v2 level 5's game.
This brings up an interesting question. So, you readied an action on your turn prompted by Kitty's.
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I know this is a good mechanical tactic for pet classes when flanking, but as we already have pets acting on their owner's initiative, do we need to specify things like that or have them basically take actions however works best? (In other words, you have both of them on your turn, and can take actions appropriately.)
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Just kinda curious. I'll probably be bringing a Summoner in eventually too, where it might come into play.
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This also gets important for full attacks later on (having the player and pet 5-foot step to flanking position, then attacking fully wouldn't be possible on readied actions, for example).
I would suggest that the animal companion be treated like the player-controlled npc that it is. So, while we're having them share initiatives with the controlling player for simplicity, the pc and the animal companion/eidelon still has to use their actions by RAW. So I couldn't' just assume that Rorsk would get flanking. I had to set it up for that to be the case.

Darkwolf117 |

Yeah, I probably should have posted in here in the first place. I kind of thought that right as I submitted it :P
Anyway, that seems like a good way to handle it. So basically, one would have to run all of the actions of one of them and then all of the actions of the other, no mixing up the order. Sounds good to me.

Eben TheQuiet |

that or – like I did with Rorsk and Kitty – have your actual Pc take some actions, ready an action with the trigger being one of your companion's actions, then take your companion's actions (which triggers the main PC's readied action). It's complicated, but it maintains two distinct sets of actions, follows established initiative rules, and makes sure all actiosn by both "characters" are on the up-and-up.
Now, in the case of tring to maintain flanking and full-attacks every round between a summoner and his eidelon, that could get tricky (and possibly impossible in some situations), but thems' the breaks. To just kind of hand-wave it and allow the eidelon the 5' step > flank > full attack without really applying the rules of independent actions to the team, it gives a HUGE benefit to the pc and his companion/eidelon.

Eben TheQuiet |

Indeed, I agree. Even though it means that The Good Dr. Blarnaz is rapidly loosing his buddy.
well, for Rorsk's sake, I certainly hope so.
This highlights why I don't trust playing a grappler build in an arena setting, though. You have to be able to take your opponent from nothing to pin (w/ consistent success) in one round AND be able to rely on your teammate to keep the other combatant off your back.
I was surprised that Macho didn't have Jack pinned immediately, though I guess if he gets him pinned this round it'll make things interesting.

Darkwolf117 |

that or – like I did with Rorsk and Kitty – have your actual Pc take some actions, ready an action with the trigger being one of your companion's actions, then take your companion's actions (which triggers the main PC's readied action). It's complicated, but it maintains two distinct sets of actions, follows established initiative rules, and makes sure all actiosn by both "characters" are on the up-and-up.
Yeah, I've seen and used that a couple times before, and it is a good way to handle it mechanically. Works well enough :P
This highlights why I don't trust playing a grappler build in an arena setting, though. You have to be able to take your opponent from nothing to pin (w/ consistent success) in one round AND be able to rely on your teammate to keep the other combatant off your back.
Well, team battles aren't likely to be the norm, so if you can pin one opponent and make sure they stay that way, you're probably in good shape. Though I'm certainly hoping that he does not get Jack pinned particularly quickly.
Of course, if he doesn't, Blarnaz is going to be effectively silenced and surrounded by three melee brawlers (of a sort? Not sure about Rorsk, but he at least seems capable of it too). Probably not the best situation for the good old Doctor to be in :P
Incidentally, in regards to grappling, I might actually be bringing a grappler into the arena sometime soon. I don't think I'd call it standard fare though, so I'm kinda interested in seeing how it goes. Guess we'll see :)

The Roughnecks |

Darkwolf - grapplers are ok but you need to at least level 6 to be effective. (greater grapple feat) Also as proven in the last fight summoner types and alchemist types that can gaine multiple attacks with the same effectiveness as equivilent level fighters will dominate.
(after a certain level though that will shift to spellcasters)
Fighter types will dominate up till about levle 3 then start to loose effectiveness (some builds faster than others)
we are both level 5 but Jack can land 3 attacks per round with nearly as good attack bonus as an equivilent fighter that can only attack once.
also by mid round 2 (before Macho could act) you guys inflicted 87 point of damage to Macho alone and still had attacks left over to attack his partner

Eben TheQuiet |

Yep. Yep. and Yep, Roughnecks.
I pretty much built Rorsk as an attempt to have a character who had a decent shot at winning against melee beasts, but – as he levels – begins to accumulate tools to shut down casters.
cause I agree. Once casters get a few levels under their belt, they become closer and closer to unstoppable.
I'm still trying to figure out how you posted a 33 CMB roll ('m assuming that was an average roll... which requires a +23 modifier... which is hotness)

Anderlorn |

Probably requires a really organized DM or two DMs. One example of a PvP Campaign would be Drow Elves vs Dwarves or Surface Dwellers. In other words, instead of the DM controlling monsters and/or npcs, players do. This way the DM, just has to make sure everyone following the rules, guiding the parties, adding in variables, and resolving conflicts. I am not saying an Arena wouldn't be cool since that is traditional DnD but I think a campaign would be cool too.

Darkwolf117 |

also by mid round 2 (before Macho could act) you guys inflicted 87 point of damage to Macho alone and still had attacks left over to attack his partner
Yeah, I kinda forgot to mention, but around half of what I did was precision damage, if that makes any difference for how Macho takes it. Sorry bout that.

The Roughnecks |

The Roughnecks wrote:also by mid round 2 (before Macho could act) you guys inflicted 87 point of damage to Macho alone and still had attacks left over to attack his partnerYeah, I kinda forgot to mention, but around half of what I did was precision damage, if that makes any difference for how Macho takes it. Sorry bout that.
but what condition to get precision damage. I was keeping track of all the locations there was no flanking unless you have an ability to always have flank regardless of actual position.
grappling does not deny dex bonus so no precision damage that way.

Darkwolf117 |

Did he charge?
I had charged the turn before, to end up at C9, and hadn't moved since then.
Kitty?
Yep. There's a cat in the arena now :P
Also I am running slow on getting Ideas built...
Any ideas I might not have played before that I could use?
Funny, I've been in freakin' overdrive on making characters since this started. Just anything that sounds fun. I usually try to get an idea of how it can look at level 20, and then build that, backtracking to the earlier levels once that's done.
I like what that's given me so far.

Darkwolf117 |

Now, funny enough, I tend to avoid martials, or at the very least I like them being able to do some nifty things (example, I like Barbs and Ninjas more than Fighters or Cavaliers... I honestly have never played the latter two, though I probably ought to give them a try sometime).
But yeah, I definitely am a fan of hybrid casters. Full casters sometimes. And even then... well, if you recall how Varin turned out :P
What are you unsure about with PF's magic system? Anything in particular?

The Roughnecks |

well either way the damage happened water under the bridge at this point.
the only issue I have and it is more with the game system not anyone's build.
level 5 and 3 attacks per round with high attack and damage and not be fighter type. with half being precision damage. better than a level 5 rogue and more attacks than a level 5 fighter.
some of the reasons I do not allow summoners and alchemists in any of my games. call me a traditionalist but you want to be good in melee combat than be a fighter or barbarian that is what they are for.
even druids can cuase problems but the spacing over the levels help to balance it out a bit.
my opinon here: alchemist were cool with just the bombs and various effect with them, that was unique but once the mutegens and other wackiness reared its head I lost interest in allowing them.

Darkwolf117 |

well either way the damage happened water under the bridge at this point.
Well, if a mistake was made, I'd think it should be fixed. Jehova has said that we can rewind as best as possible when something like this becomes apparent. If you think I shouldn't have been able to sneak attack, then I'd think we should fix it.
level 5 and 3 attacks per round with high attack and damage and not be fighter type. with half being precision damage. better than a level 5 rogue and more attacks than a level 5 fighter.
Natural attacks are powerful at early levels specifically because they let you fire off a couple attacks where otherwise you wouldn't. It's not like it's limited to the alchemist or other casters though. Plenty of races could give a fighter or rogue some extra attacks, and Barbarians can pick them up with rage powers.
Besides, alchemists are somewhat close to a fighter type. Extracts are primarily self-buff only. Unless their only offensive option were to be bombs, they'd kind of have to get around to attacking as normal, so the mutagen helps. You'd still need to build for it though. Not to give away stats, but I can at least say Jack's getting less of a strength bonus from the mutagen than he is from his regular stats, and needed a discovery for the natural attacks. (And incidentally, the archetype that grants sneak attack gets rid of their bombs, while the sneak attack is situational. It's getting use here, but it would usually be a rare scenario for Jack until later levels, if I can manage a way to use it then).
At any rate though, sorry to be using a class that you dislike, I guess... :/
Yeah how did you get Varin's Alias Avatar?
What do you mean? For his profile? I think it was under Drow when selecting them, if I recall correctly.

The Roughnecks |

its is mere personal dislike I accept them for this game as I do not run it and I accept the outcome as applicable. not a big deal
i merely dislike them in my games that I DM only.
guess I am more of a traditionalist when it comes to party roles but hey I'll adapt to ensure we all are having fun playing.
in any event where is our DM?
also working on another idea (that is not Macho man) but will need a GM call about using spells from the race guide that are supposed to be race specific and not being of that race.

Jehova |

I am here guys, and reading back over stuff I haven't kept fully up on. I've been a little under the weather, my job stuff was getting very crazy this week, and some social stuff came up too. Sorry again for the slow going, and I'm happy you can progress so much without me. Also, this next week I should have lots more free time. If there have been any specific questions that are directly for me but I might not easily notice (within arena, post, or a PM, since I think I've glossed over a few), please feel free to re-post them here so I can get to each of them.

Darkwolf117 |

I think if we traded one partner that fight would have been very different. Still, I enjoyed it.
Likely. Without good backup, Jack probably would have fallen to Macho's grappling, and certainly wouldn't have been able to stabbitystabstab as well as he could. It ended up being a pretty mean rushdown as it was.
Bets on alternate outcomes...
-Jack and Blarnaz vs. Rorsk and Macho = Rorsk and Macho I think. Between Rorsk foiling casting as he did, and Macho keeping Jack busy and/or pinning him.
-Jack and Macho vs Rorsk and Blarnaz = Hmm... this is a tough one. I'm inclined to say the effectiveness of Blarnaz's stuff might make a turning point (that is, whether or not we saved against them would probably make a huge difference), while Rorsk and Kitty wreaked some havoc. Also much easier for two people to keep the spellcaster safe. Then again, Jack would have a flanking buddy of sorts, so he might be able to stabbitystabstab a bit. Hopefully, Rorsk and Kitty wouldn't have quite as much health as Macho, and could go down a bit quicker.
Just some random musings. It might be fun to run alternate pairings sometime.
@ Jehova: Good to see you around. Hope you're feelin' better (becoming undead is a little rough, I suppose).

Darkwolf117 |

Yeah, finding pics that look fitting can be difficult. Heck, for a kitsune combatant for this arena, I plan on using this. I don't even know what that is, but it's all that looked like it could work.
It would certainly be nice if we could put up some of our own pics as avatars, though I can understand why it makes sense not to. More policing for inappropriate images and such.

Jehova |

Alright, we need some more action, and I want to start tightening things up and make them closer to the way this should be working in the future. This means I want to move away from the higher level fights without any previous progression, and if possible stick to fully randomized pairing. If everyone could list their 2nd level character currently available for battles, I shall put those up. I think we may also need to transition into real arena-ness somewhat soon for the purposes of a larger player pool.