KC's Age of Worms

Game Master Kobold Catgirl

The Library of Last Resort is your last chance to find the resting place of Dragotha's phylactery. But you aren't the only people looking for it.
Loot Sheet.
GM Notes.


3,901 to 3,950 of 8,774 << first < prev | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | next > last >>

Male Suel Sacred Fist/Godling 16 | 147/161 (179/193 buffed) hp, Init +0, AC 32 (45 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 5/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11

We still waiting an eidolon scouting report?

Liberty's Edge

Male Underpowered Warrior 1

I'm not sure who made the current marching order but since Carina is sorta squishy I am gonna rearrange it a bit. New order: Farrukh, Tanith, Astraden (darkvision), Eben, Carina (darkvision), Rodrigo?


Male Suel Sacred Fist/Godling 16 | 147/161 (179/193 buffed) hp, Init +0, AC 32 (45 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 5/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11

Sounds good. Just remember Carina can't be more than 40 feet from Tanith.

RPG Superstar 2010 Top 32, 2011 Top 4

Gark the Goblin wrote:
I'm not sure who made the current marching order but since Carina is sorta squishy I am gonna rearrange it a bit. New order: Farrukh, Tanith, Astraden (darkvision), Eben, Carina (darkvision), Rodrigo?

I don't think that was so much a marching order as 'random placement of icons when KC set the map up', so yes, go right on ahead and do that. Feel free to move Eben in front of Astraden, too, if you'd prefer.


Female Kobold

The only considerations I had when placing figurines were shield other and Farrukh staying clear of Rodrigo (though there's not any particular drawback he'd suffer for not doing so, unless he's secretly a modron).


Female Kobold

I'm about to catch the bus. I'll try to get a post up in the next few hours.


Temp Acid Resist: 30|Action Points: 8/13|Bombs: 11/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 108/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Sorry I haven't posted recently. I'm on the bus right now; I will post when I can.

Liberty's Edge

Male Underpowered Warrior 1
DankeSean wrote:
Gark the Goblin wrote:
I'm not sure who made the current marching order but since Carina is sorta squishy I am gonna rearrange it a bit. New order: Farrukh, Tanith, Astraden (darkvision), Eben, Carina (darkvision), Rodrigo?
I don't think that was so much a marching order as 'random placement of icons when KC set the map up', so yes, go right on ahead and do that. Feel free to move Eben in front of Astraden, too, if you'd prefer.

I figured we might want someone with darkvision up front. Otherwise, the spot's all yours.

The only reason I encourage Farrukh to stay away from Rodrigo is that anything he attacks in the radius gets the AC bonus.


Female Kobold

So, on the subject of initiative—I agree. Group initiative has some real balance issues, and the problem is simply that your enemies don't need as rounded a party as you guys do. They suffer way less from the averaging as a result (and since monsters tend to have Improved Initiative, that's a big problem). It will only get worse as you get higher level.

That said, ordinary initiative still carries the drawback of majorly slowing things down. And while "roll 'em, post 'em, and order them out afterwards" is a decent compromise, it does sometimes lead to confusion thanks to out-of-order posting.

So here's my suggestion: We make some rules modifications.

First, any effect that gives a single character a bonus to initiative instead gives half its bonus to the block initiative.

Second, we enable Action Points for initiative. Put simply, any one PC can choose to spend an Action Point to add +1d6 to the roll. This could lead to some real delays, though, so I'm thinking one PC would be assigned as a "pointsmaster" to decide if the expenditure would be made. Unless the players establish otherwise, this deciding player would by default be the PC with the highest initiative bonus. That saves us from having to wait for everyone to confirm they don't want to spend an AP before the fight can start.


Male Suel Sacred Fist/Godling 16 | 147/161 (179/193 buffed) hp, Init +0, AC 32 (45 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 5/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11
Kobold Cleaver wrote:
That said, ordinary initiative still carries the drawback of majorly slowing things down. And while "roll 'em, post 'em, and order them out afterwards" is a decent compromise, it does sometimes lead to confusion thanks to out-of-order posting.

I'm game for whatever you think makes the most sense but I prefer this. This is what we've been using in SD and it works the majority of the time without invalidating individuals investing in going first.

RPG Superstar 2010 Top 32, 2011 Top 4

Kobold Cleaver wrote:
.First, any effect that gives a single character a bonus to initiative instead gives half its bonus to the block initiative.

So while I have cat's grace up on me, our group initiative gets a +1? Does that stack if multiple party members have a dex boost?


I do averages and haven't had any major issues. Here's how I do it...

All the PCs roll, add their totals and divide by number of PCs, that's the party's block.

All monsters with identical stats roll, add together, divide by number of those monsters. That's their block.

Each kind of monster gets a block.

Not sure if that's different from what you've been doing at all.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

I just roll all PC Initiatives myself, order them (put in a Spoiler what the order is, and copy paste that onto every one of my posts), and have everyone post then re-order them as needed.

Liberty's Edge

Male Underpowered Warrior 1

In this game, it's almost always just two blocks, and the bonuses are averaged before rolling. This leads to more variance in our block's final score than averaging after rolling.

I would support something like what Jelani is proposing, but perhaps without separate blocks for each monster type. Reallyyy don't like the confusion that comes with "post when you can and we sort it out at the end of the round." It would especially suck for people like Jelani and DankeSean and I, since we frequently have long periods where we're not available to check - if we roll low, but are available right when the new round goes up, then we have to post without any clue what everyone else is doing before us. Plus (in the one game I played using this method, at least) it seems like half of all combats end with three people posting how much damage they deal to the monster, and how many status effects they apply to it, only to be invalidated by the one person who goes before them and knocks the monster out cold. S+~@'s disappointing.


Temp Acid Resist: 30|Action Points: 8/13|Bombs: 11/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 108/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Me, I just bite the bullet and roll initiatives for each PC. If there's different groups of monsters (for example, two goblins & two orcs) then I'll roll initiatives for two monster groups and have them go in the order they rolled.

And if the monsters all go before/after the PCs, then the PCs take their actions in the order they post in.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

On second thought, I kinda like what Jelani's proposing as well. It allows everyone's Initiative modifier to matter, without some people expressly dragging down the average, or others with high Init mods being invalidated.

So instead of 1d20 + 2 ⇒ (12) + 2 = 14 vs 1d20 + 5 ⇒ (11) + 5 = 16 essentially meaning we go last on every average combat.

We have:

6d20 ⇒ (14, 18, 19, 2, 11, 18) = 82 +0, +2, +2, +3, +3, +2 I think is the mods? vs 3d20 ⇒ (8, 3, 14) = 25 +5 all or result 15 vs result 13?

A bit more work for KC and it only really evens it out a little bit though.


Female Kobold

Honestly, I would rather keep what we're doing (and perhaps adjust for the imbalance) than switch to a style that slows the PbP down. Alternatively, I'm not a huge fan of reordering after the fact, but it may be the best alternative.

DankeSean, only initiative-specific abilities would be affected. It'd be solely to bail out abilities like Favored Terrain or traits like Reactionary.

Liberty's Edge

Male Underpowered Warrior 1

Astraden has a +4 Init! Who is she in the lineup?

And KC, that seems slightly OP, if we can all take Improved Initiative and add +12 to our current averaged modifier.


Female Kobold

It could be capped at the highest initiative bonus. So, if everyone got II, and Astraden had the highest at a +8, the highest your collaborated bonus could get would be +8. I don't think people would actually try that, though. It's not tidy enough for PFS, but it could work for a homegame to make the feat somewhat relevant again. :P

If we do switch to the "sort them out after" style, it will obviously begin after the conclusion of this adventure.


My way doesn't punish people with high init mods either. But I don't really have a problem with doing it the way we are now either.


Female Kobold

Doesn't your way basically average things out to 10.5+average init, though? It seems like it accomplishes the exact same thing as a single roll + average init, unless I'm making a critical math failure (which is pretty possible this early in the morning).

Liberty's Edge

Male Underpowered Warrior 1

The averages are the same, but with Jelani's method it is less likely that the group as a whole rolls very poorly or very well. Monsters, which come in smaller groups, would generally have more variability.


Temp Acid Resist: 30|Action Points: 8/13|Bombs: 11/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 108/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

I've got a question:

Would I be able to salvage an enemy alchemist's bombs to replenish my own supply?


Female Kobold

Nice idea, but no. :P

PRD wrote:
An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.


Temp Acid Resist: 30|Action Points: 8/13|Bombs: 11/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 108/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Alrighty then.


Temp Acid Resist: 30|Action Points: 8/13|Bombs: 11/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 108/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

If the gaze attack functions like a Charm Person, does that mean Carina still needs to make a save? Charm Person affects humanoid creatures, and Carina's a native outsider...

I'm willing to make the roll. I'd just like to clarify this before I do.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

RAW, no.


Female Kobold
Kobold Cleaver (last August) wrote:
I've heard word that native outsiders are immune to humanoid-based effects like Charm Person (and we'll tackle that when we come to it).

And now the time has come, it seems.

I'm not inclined to let native outsiders get this benefit, regardless of RAW. I think it's too much, especially considering that planetouched in particular are mostly humanoid. Plus, if it were intended, it would mean that immunity to an enormous number of effects is equivalent to 1 RP on the Race Builder.

I don't know. I personally find it unpalatable, and I have ever since I first heard about it.


Temp Acid Resist: 30|Action Points: 8/13|Bombs: 11/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 108/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Alright then.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Note that this is both a boon and a downside, since you can benefit from buffs like Enlarge/Reduce Person and whatnot now too.


Temp Acid Resist: 30|Action Points: 8/13|Bombs: 11/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 108/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

I think we're just waiting on KC now.


Female Kobold

So what light sources do you guys have up right now?


Male Suel Sacred Fist/Godling 16 | 147/161 (179/193 buffed) hp, Init +0, AC 32 (45 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 5/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11

Light and Dancing Lights.


Female half-orc cleric 10/soul warden 5 | affected by:wind walk, air walk, good hope, haste, inspire courage, aegis? | HP56/123 | AC25/24/13| Fort+15,Ref+10,Will+18 | Init+6 | Perception+17
Resources:
ActionPoints5/12|Channel0/7|Touchofchaos7/7|Copycat5/7|Channeldamage7/7|Orc ferocity1/1|Chaosblade2/2|Master'sillusion15/15|RVeil0/1|RInsanity1/1

I put a proposed marching order on the map. The archons and Tanith can maintain elevation directly above peoples' heads:
ArT ArAr
F AsE C R
(Ar=lantern archon, T=Tanith, F=Farrukh, As=Astraden, E=Eben, C=Carina, R=Rodrigo.)
Obviously we wouldn't actually have Eben standing in the middle of the stream.

If the archons could drop aid on each of us that would definitely be good.


Male Suel Sacred Fist/Godling 16 | 147/161 (179/193 buffed) hp, Init +0, AC 32 (45 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 5/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11

I'm not sure if Rodrigo missed my request or just ignored it. =P

Liberty's Edge

Male Underpowered Warrior 1

Oh, KC - will you be including the archons' initiative modifiers in our average?


Female Kobold

No. Summoned creatures' initiative doesn't affect the group's.


Tanith 'Kordson' Creed wrote:
I'm not sure if Rodrigo missed my request or just ignored it. =P

No idea what you're talking about. Honestly I've been having a tough time maintaining the pace you guys keep recently. When I sit down to update/read 12-15 games and this one has 20-30 new posts waiting a lot of them end up getting skimmed.


Male Suel Sacred Fist/Godling 16 | 147/161 (179/193 buffed) hp, Init +0, AC 32 (45 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 5/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11

I know the timezone thing is rough. Sorry if it felt like I was poking fun at you. =(

I posted OOC here.

RPG Superstar 2010 Top 32, 2011 Top 4

Tanith (or, rather, a disembodied voice speaking up somewhere behind Tanith) had inquired earlier about getting some aid spells laid down on the group while the lanterns were still around.

On another note, can we give Astraden a credit or something on the loot sheet to reflect her sacrificing her dagger?


Male Suel Sacred Fist/Godling 16 | 147/161 (179/193 buffed) hp, Init +0, AC 32 (45 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 5/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11

Yeah, we'll split the cost on the next payout. Was it just a +1 dagger?


Female half-orc cleric 10/soul warden 5 | affected by:wind walk, air walk, good hope, haste, inspire courage, aegis? | HP56/123 | AC25/24/13| Fort+15,Ref+10,Will+18 | Init+6 | Perception+17
Resources:
ActionPoints5/12|Channel0/7|Touchofchaos7/7|Copycat5/7|Channeldamage7/7|Orc ferocity1/1|Chaosblade2/2|Master'sillusion15/15|RVeil0/1|RInsanity1/1

Just +1 yeah.


Tanith 'Kordson' Creed wrote:

I know the timezone thing is rough. Sorry if it felt like I was poking fun at you. =(

I posted OOC here.

Aid would be worthless to anyone under a heroism. However, I guess since they can cast it at will the THP make it worthwhile. Everyone gets 1d8+3 temporary HP and +1 moral bonus to hit and saves versus fear.


Male Suel Sacred Fist/Godling 16 | 147/161 (179/193 buffed) hp, Init +0, AC 32 (45 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 5/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11

The attack bonus is just a bonus. I've always considered the temps the best part of the 'lantern army' strategy.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Yar, Temp HP are the big deal here.


Female Kobold

I'll update soon. Just keeping up with other business.


I've never done the lantern army thing before. Usually go for big cats. But in these cramped spaces it seemed stupid.


Female Kobold

So, when people are capable of seeing in magical darkness but not normal darkness, a darkness spell has been cast on an already dark area, and dancing lights is the only source of light, what happens?

One answer: The dancing lights sheds light only those with ebon eyes can see, allowing them proper vision.

Other answer: Those with ebon eyes can see through the darkness, but not the darkness, and the dancing lights are still suppressed, so everything is terrible.

I'll probably go with Option A, just because ebon eyes is a fairly one-note spell to begin with.


Male Suel Sacred Fist/Godling 16 | 147/161 (179/193 buffed) hp, Init +0, AC 32 (45 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 5/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11

The dancing lights is suppressed and ebon eyes kicks in.


Female Kobold

See my edit. Even though ebon eyes allows you to see through the magical darkness, it has no effect on the darkness that's already there.

1 to 50 of 8,774 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / KC's Age of Worms Discussion All Messageboards

Want to post a reply? Sign in.