Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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18/18, AC 19, Fort +4, Ref +5, Will +5, Stealth +19/+23, UMD +15, Perception +6

Don't worry about Identifying things. I can help you with that about once a day when we stop for camp.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Bug has no objections to carrying the axe.


Everyone see spoiler for how you

should show your stats:
Under Race:
{spoiler=Vital Stats/Skills] HP: 12/12, - AC: 16/T: 13/FF: 13 – Perception +7 (+9 vs. humans) - Initiative: +5 - F: +3 / R: +5/ W: +1 - CMB: +3 - CMD: 16, Speed: 30[/spoiler}

Under Classes/Levels:
{spoiler=Other Skills] Acrobatics +6, Bluff -1 (+1 vs. humans), Climb +5, Escape Artist +2, Fly +2, Handle Animal +3, Ride +6, Sense Motive +2 (+4 vs. humans), Stealth +6, Survival +6 (+8 vs. humans, +7 to track), Swim +1 [/spoiler}

No worries Vuvu. ;)


Male Cleric 1

updated showing stats


Male Cleric 1

Was trying to show effected areas on map from channel but was unsuccessful. what is your ruling on a burst as far as where it reaches.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

OK, I'm done. I aired my grievances last battle and then we move right along into an even more clear example of everything I complained about (and even more glaring was how my character was essentially coerced into the death trap by the NPC, as there was no other option but to follow him based on background and motivations).

Go ahead and run Bug on into the death trap and put him down. I'm tired of all this.

Been playing PBEM or PBP for a long time now, and haven't quit before, but I guess there is a first time for everything. I just don't see the point in continuing if it is going to be like this which I don't enjoy at all.

Good luck all.


OK. To be fair to DM. I entered this combat and he followed. So I believe you should be pissed at me not DM. I tried to make it clear that I might be going to my death and no one had to follow.

That said have fun with whatever game you play next, if you are not having fun there is no point.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

No, I would have left you to run off and get killed without blinking an eye. However the character is built around devotion to Sarenrae, and when the cleric of Sarenrae decided to charge in, I had no choice unless he was going to abandon his whole point for leaving his tribe. If I did that the character might as well have gone home to Varisia. I was quite clear at the time that you were going on your own until Locke chimed in.

One party member doing something suicidal, is one thing, when the DM sets up impossible encounters and has the NPCs prod you into it, that is over the top. A series of pointless meat grinders should have hinted at by the name of the campaign, and of course Caveat Emptor, I should know better.


well good luck to you. I enjoyed having you around.


Well I create an open world campaign, if you walk into the wrong cave and don't take the signs. The dragon will eat you and your will need 4d6. As I said before you guys should not be in this area yet, and PCs normally don't run away, so it is a learning experience. If you all die, then I will be learning. I let the story go where it may, yes there shouldn't be anything you can't handle as a large group, or at least get away from. You were told to stay away from the bodies/corpses.

Good luck and hopefully you can find a DM who cookie cuts the game for you.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

Farewell Bug, hope that hammer finds somewhere else to smash. Enjoyed having you in the game for a bit.

I'm okay with the action so far, having a higher level healer around makes up for many errors. I wouldn't have thought saving the elk was worth it either, but I understand Bug's motivation if Locke went in for it.

I may have missed the other choice we had besides following this path where we found zombies and the road littered with dead things that were likely zombies. Was there a third choice we can take now?


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

I don't care about this argument, so can someone just bot Bug over my way and smash some of these guys. Or pick me up and carry me out, whichever works. I've got a cure light wounds potion on me I didn't get a chance to use, so maybe someone can splash that on me! Sorry that I keep going down, he's a young, zealous paladin out to right the worlds wrongs...


I will be botting Bug. It is alright Ardamir, these fights should be happening, it is your next campaign.


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

Well, I just hope Ardamir makes it out of these things alive, but that is not a criticism! It may not be written very well into the backstory, but I imagined him, especially at first level, to be a bit overzealous and run into the thick of things because of his passion. No matter how well a paladin is raised, there is some deep level of him early on that needs to be tempered, I think. It's in the thick of battle that Ardamir will have to learn some of the hard lessons, that sometimes waiting and calculating instead of vindicating your god with the sword by rushing in every time is sometimes better. And boy is he learning!


18/18, AC 19, Fort +4, Ref +5, Will +5, Stealth +19/+23, UMD +15, Perception +6

Feel free to use me as a sort of "barometer" regarding what the party can handle.

Having a telepathic ariel scout means that we should almost never be getting into a situation we weren't aware of before hand. There isn't much we won't see coming unless they are camouflaged and waiting to ambush us.

Unfortunately, there's no built in game mechanic for "how tough is this?" (there really should be, IMO), so we'll need more clear-cut signs that we're heading into areas that are beyond our abilities.


What knowledge's does Ruby know, the more the creatures you know about, you will know roughly if the group can handle them.


i was not sure where we messed up i thought we were dodging the dangerous path by going this way as well


There were 4 original options, go back the way you came, go past the arch labled 'Haven' where the bodies were, go right to the deer trail (where we went), or go South East to the Yew Tree.

Unfortunately you found out that this way was not safe... saturated with zombies as it is.


18/18, AC 19, Fort +4, Ref +5, Will +5, Stealth +19/+23, UMD +15, Perception +6

Ruby doesn't have any knowledges. All she can do is count them and report back.

Silver Crusade

Nearly Gods Upper and lower

ok, just checking. It is good to know that she can count, and that is her look out skills. :)


18/18, AC 19, Fort +4, Ref +5, Will +5, Stealth +19/+23, UMD +15, Perception +6

Her skills are listed in her profile, in case you're curious.


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

Are we leveling up hp 1/2hd or do you want us to roll?


roll your hit points here.


So i need advice.

I can take infusion and be able to hand out my extracts. however I do get the ability to do that for free with my cure extracts.

I can also take precise bombs which allows me not to hit all of you when i throw.

tjhoughts?


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

1d10 ⇒ 4

And are we going at fast or medium advancement?


medium, I will just keep track of XP and tell you when you level up, unless you want me to dole out XP...


I vote you just tell us

anythoughts on my discovery. I think I will take spotaneous healing, unless someone pushes me another direction


Male Cleric 1

precise bombs sounds cool to me


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

I agree, just tell us!


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

Hit Points: 1d8 + 2 ⇒ (2) + 2 = 4

Not the greatest roll in the world, for sure.
How long do the temp HP from the fountain shrine last?


Reroll for Hemmings 1d8 + 2 ⇒ (2) + 2 = 4
The temp HP from the fountain shrine... will last until you lose them.
Freddy, I was saying they are now 2nd level, with 1,000xp going towards 3rd level.


1d8 ⇒ 7


It is destined Hemmings...

Grand Lodge

Ranger/2; Hp 17/17; AC 18/T 14/FF 15; F +5/R +7/W +2; CMD 18; CMB +4; Per +9; Init +4; Speed 20

This would be my first time levelling a character so I need help.

Hp = 1d10 + 2 ⇒ (1) + 2 = 3

then my BAB and saves will increase, then I will gain a combat style feat according to the ranger chart, what I'm confused is, will I gain new ability scores cause it says there not until the 4th advancement. Please correct me if I'm wrong.

WOW.. a dice roll of 1 lol


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

Would the DM be so kind as to allow re-rolls on ones? That's just cruel for poor Lecloront!


you do not gain ability scores you gain

the HP, skills, 1 BAB, 1 Ref, 1 fort,


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

At least my HP roll was 2x Lecloront's...I think i'm leveled up now. Let me know if you see any issues.


also you gain the afore mentioned feat


Reroll for Lecloront: 1d10 ⇒ 3


lol


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

Did we lose Xorux also, haven't seen him post in awhile

Silver Crusade

Nearly Gods Upper and lower

Xoruk is busy with finals and work, he may show up again. Though he will basically be covering our back, I will bot him as needed.

Bug spoke with Locke and then headed back to the shrine. A defender.

Grand Lodge

Ranger/2; Hp 17/17; AC 18/T 14/FF 15; F +5/R +7/W +2; CMD 18; CMB +4; Per +9; Init +4; Speed 20

YAY I'll take 3 over 1 anyday lol, my sheet is updated, let me know if I made a mistake on something but so far I did change my hp, skills, BAB, saves and gained a feat.

GM, can I use the mule and ask it to carry some stuff for me? I'm still on the medium encumbrance bracket and judging by my rolls, an extra dex would be great.


Just a fore warning, I will be taking some vacation time and will not have internet access from Tuesday evening until Sunday. Feel free to continue as best as you can. I will try to get on when I can though unlikely.

If you want to put anything on the mules, feel free. Make sure you mark it on your crunch that the item or items is on Mule 1 or 2.

Example:
Mule 1 items: Backpack with 50 feet of silk rope, 5 bags of feed, and shovel.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

Is Xoruk stil with us either either Pc or DM-PC'ed? Just curious if he'll be in on this fight with 10+ monsters or not before we go charging in.

6 of us (Vuvu, Hemmings, Ardamir, Locke, Goldsmith, and Lecloront) should be able to handle dogs/wolves (unless they turn out to be more than that...) but just wondering how we're handling him.


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

My plan is to stick near a ranged fighter, possibly Vuvu since he still get's near the action, and fight off any thing that might come near. This way Ardamir's not running off to get himself killed, but still close enough to help the cause.


Xoruk is being DM-PCed though honestly I don't think he will be helping much, a few whacks possibly.


Just letting you know that I will try to post, but with my RL D&D session tomorrow evening and work in the morning I probably won't be able to much.


ok. vuvu is debating blowing the crap out of the webs


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

I understand what you mean! Locke took charge cause nothing was happening do you have Light as a spell? I know freddy does...

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