| Lluvia Shade |
Crap, Shayliss actually did use her real name. Sorry for the confusion, I started writing my post before I saw Shayliss' and had a hard time adjusting it.
| Shay Vinder |
I was thinking of coming up with a bad last minute alias anyway, so, that worked out just fine.
| Lluvia Shade |
I was thinking of coming up with a bad last minute alias anyway, so, that worked out just fine.
Well 'Bliss', because she usually calls you 'liss instead of using the whole name. :)
| Lluvia Shade |
Hm... I could react to Bromsen, but there are too many leads I've thrown out that still remain open; thus I'd prefer to wait for some more reactions.
| Lluvia Shade |
That's strange... I rolled, clicked preview, corrected the alias... and when I click on 'submit post' I only get back to the preview window. I may have to start over, but ... well, I rolled quite good.
PS: Ah, here we go.
| Shay Vinder |
Busy day in the land of leinathan? Pretty sure everyone has had their actions for the round locked in since early this morning.
| Lluvia Shade |
Crap... I just noticed I haven't given Lluvia bluff. That was because, for all the things she may be, she is relatively honest. But it would be helpful to perform feints in combat.
Well, I hope we get to the next level fast so I can fix this... skip swim and use magic device and put two in bluff instead.
| Lluvia Shade |
Right where they were before, about 20 feet away, yes, not yet, who? Yes. No. Yes.
I suppose the five thugs that came with the woman are meant. The real question is how far the next light source is. If it's torch, they'd be in normal light within 20 ft. and dim light within 40 ft. - and for Lluvia twice that, respectively, due to low light vision. For Relverest it wouldn't matter if he wasn't blinded as long as they are within 60 ft. of him since he has darkvision.
See:
• Rules for Vision and Light (d20pfsrd.com)
• Torch (d20pfsrd.com)
But from the wording I guess there is an overall dim light over the entire scene and the exact location of light sources is undefined? Lluvia would be likely unaffected by that, given low-light vision. For Relverest it wouldn't matter at all as long as they are within 60 ft. given darkvision... if he wasn't blinded.
| Shay Vinder |
I'd assume the density of light sources in a casino is going to be way more than the bare minimum, so losing one torch probably doesn't hurt much... Unless you actually need to go to the bathroom, since, it was probably the closest there, and you're prone to have a lot of blind corners.
| Shay Vinder |
Aine Readied Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Aine Damage: 1d8 + 3 ⇒ (1) + 3 = 4
That can't be right. She has 17 str, so that's a +4 to hit and +3 damage right there... assuming she was holding something else and couldn't two-hand it. Since she isn't, that'd be +4, and I'm still inspiring courage, so, that's another +1 both to hit and to damage.
So... it should be at least 6 damage total. +3 more if she's enraged, +3 more if she's power attacking, which I suppose she wouldn't be with a readied action, if you don't just assume anyone with power attack is always using it.
Bards- Double checking everyone's math for over 30 years!
| Lluvia Shade |
I forgot to calculate Shayliss' inspire courage into my previous attack as well.
So, the natural 20 remains an automatic hit, the 14 to confirm becomes a 15 and the damage is raised by 1 or 2, depending on whether it is a critical or not.
| Shay Vinder |
It's funny really. Every campaign I've ever seen with a bard in it, people consistently forget to add the bonuses in, right up until the point when inspire courage is giving a +3/+3 and typically being paired with Good Hope. Then suddenly the problem flips, and you've got people throwing +5 on every roll even when the bard hasn't had a chance to kick things off yet.
Also, 6 HP per thug? Really bad con, or is that a holdover from their 3.5 stats giving rogues d6s for HD?
| leinathan |
Actually, since this is the first fight I'm giving everyone average hit points per hit die, even the first one.
So each 1st-level rogue thug has 4.5 hit points for their first hit die (rounded down) plus bonus hit points from favored class and 12 Con.
I am trying to reasonably convert their stats as I go (more important enemies will get more thorough conversions, obviously) as this was written for 3.5 rules.
| Shay Vinder |
Aha. Yeah, that's tricky when you have a pre-3.5 AP with heavy use of class-leveled NPCs as enemies (so... this and Crimson Throne). Strictly by the book you'd dump a whole extra level on because Pathfinder just plain treats the CR of class-leveled NPCs as one lower, and then possibly another to offset the extra-large party here, while simultaneously filling in extra feats and class features. Really would be great to see these get the Anniversary Edition treatment some day, although I think you can save yourself a bit of work down the road by pulling converted stats for all the major NPCs off d20pfsrd somewhere.
| leinathan |
Legacy of Fire is another that needs some Anniversary Edition treatment. I can certainly pull converted stats for major NPCs, but for like...a 3rd-level half-orc monk, I just need to do it myself and make a 4th-level PF monk.
I'm not doing anything real major for this combat just cause it's the first, though.
| Shay Vinder |
I ran a Pathfinderized LoF for a party of 7 a while back, mostly just doubling the number of mooks in each encounter and hitting the bosses with the usual simple advanced template/maxed out HP combo. Had to sprinkle in some extra mooks here and there, but on the whole, it's sufficiently reliant on standard issue monsters, and original ones at that, that it was pretty painless. Only serious work I had to do was on the final boss (rebuilt him from scratch, extra class levels).
... and then everyone kinda stomped all over everything anyway since they had a bunch of casters with splashy area effect stuff and basically nothing in that whole AP has a decent reflex save, but still, it converts more easily than the other early paths.
The other issue is I actually needed to wedge in all the set pieces to make up for noticeable XP gaps and... in retrospect I should have found another way around that. They don't fit in too well, and... that's just entirely too many sharks to be in such a small area.
| leinathan |
I've got a party of five at the moment, but they're not particularly optimized (a drow barbarian3/oracle2, a human fighter1/antipaladin4, a tiefling oracle4/bararian1, a ifrit rogue2/sorcerer3, and a human ranger4/fighter1) so they won't really be easily roflstomping many encounters. I actually like it, it makes the fights a little bit more cinematic, because most of the big enemies are melee as well, so there's just lots of straight-up brawling.
Yeah, I mostly just add enemies and convert it, but I need to challenge them a bit more anyway.
| Shay Vinder |
Honestly, that one's probably the most underrated AP there is... except maybe this one. It's got a real nice epic feel to it while still pretty light-hearted, nice pacing, good flavorful feel, and fun consequences for the party failing. Chapter 3 (and really, even moreso the end of 2) is kind of a gamble, but I found it predicts PC behavior well enough to pull it off. Chapter 5 is frustrating pacing-wise, but a fun place. Rest is just plain great. I especially like the initial fights being against pugwampis who basically aren't capable of killing anyone but are still real memorable and bothersome.
| Shay Vinder |
Moment of Greatness. Double your morale bonuses for one roll; can be used within 1 minute. That includes the +1 Inspire Courage, or Aine's +2 on Will saves...or, uh, the STR/CON bonuses (I think, seems kinda broken, GM's call)
Actually, Inspire Courage is, much to the surprise of most people when they learn this, a competence bonus, not morale. This was the cause of some degree of controversy during the Advanced Class Guide play test, since the Skald equivalent is a morale bonus, and thus doesn't benefit barbarians, and that just seems weird.
The upside there though is that Inspire Courage stacks with basically every other buff in existence, which are otherwise mutually exclusive, and oddly enough, a bard and a skald work pretty well together.
| leinathan |
Relverest Danarin wrote:Moment of Greatness. Double your morale bonuses for one roll; can be used within 1 minute. That includes the +1 Inspire Courage, or Aine's +2 on Will saves...or, uh, the STR/CON bonuses (I think, seems kinda broken, GM's call)Actually, Inspire Courage is, much to the surprise of most people when they learn this, a competence bonus, not morale. This was the cause of some degree of controversy during the Advanced Class Guide play test, since the Skald equivalent is a morale bonus, and thus doesn't benefit barbarians, and that just seems weird.
The upside there though is that Inspire Courage stacks with basically every other buff in existence, which are otherwise mutually exclusive, and oddly enough, a bard and a skald work pretty well together.
Actually, I'm fairly certain that their raging song DOES benefit barbarians - it turns on their rage without use of their own rage rounds. I'm fairly certain the wording is something like "If an affected creature has the rage ability already, they gain the benefits of that ability instead"
| Shay Vinder |
True. I just meant in terms of stacking attack/damage bonuses.
| Relverest Danarin |
Oh wait! They still work, right? Inspire Courage increases an attack roll/damage roll +1 via competence, and Moment of Greatness still helps out the barbarian rage by boosting STR, CON, Will bonuses. They don't stack, but they synergize.
| Shay Vinder |
It's still nice for Aine. 4 more str for a single roll is either +2 to hit or +3 to damage, and it works with basically any other buff a bard can give, including the less often used Inspire Competence, but yeah, it's really common misconception.
| Shay Vinder |
Still waiting on someone to officially say they're looting the thugs before listing it out? In character wise, I'm not doing it since I didn't actually kill anyone, and the living pair have someone else roughing them up still.
| Sapphire Everbourne |
I was planning on seeing what the women in charge had with her and questioning her. Since she ran off, I would imagine word would get back to us that they were caught or not.
| Lluvia Shade |
I am sorry, I suppose it's somehow important for the story since you keep mentioning it, but Lluvia really didn't want to rob them, neither the living nor the dead. I just took them as a band of robbers themselves.
| Lluvia Shade |
Crap... I had already written a reply to that hours ago... seems I somehow didn't post it. :/
I just posted something brief now.
| Shay Vinder |
Just lettin' y'all know, I'm waiting for Aine before moving us forward, story-wise. That is to say, waiting for her to either post or tell me that she's quitting.
I was starting to wonder but, holiday weekend, wasn't too worried yet about things being a bit dead.
| Aine Baldevia |
Hey guys, sorry about the hold up.
I'm going to have to bow out of this campaign, seeing as I can't trust myself to not go on a week long hiatus again. There's a few things on my end I need to get in order.
Again, really sorry about the hold up. I hope your ventures continue smoothly.
| Shay Vinder |
Shame to lose you, but yeah, when you're busy, you're busy.
| leinathan |
Sorry to see you go, Aine.
So! The following skills can be used to help the Goblin perform more smoothly and make more profits:
Bluff - the purpose of this skill is to travel around town and cajole people into visiting the Gold Goblin and spending their money and time there.
Craft - you can spend some time and make a Craft check to make advertisements or other eye-catching things for the Goblin (for example, Sapphire could make Craft (alchemy) checks to make better alcohol for the Goblin.
Diplomacy - you can spend a few hours each day on the game room floor, greeting customers and managing disputes.
Diplomacy - this skill can also be used for the same purpose as the Bluff skill, for traveling around town and convincing people of the 'Goblin's great features.
Indimidate - Spend a few hours each day working as a bouncer at the Gold Goblin. Beware, though, as this job can actually be dangerous as violent customers might start fights with you.
Intimidate - You can spend a few hours traveling to other game halls and threatening their customers that unless they go to the Gold Goblin instead, bad things will happen.
Perform - You can practice a stage or entertaining trade at the Gold Goblin on the game floor, entertaining customers and providing a welcome atmosphere.
Profession (gambler) - You can spend a few hours each day working as a dealer or other job on the game room floor.
Perception - You can spend a few hours during the day standing on the upper floors of the Goblin, peering down to make sure that nobody down there is cheating, and calling them out on it if they are.
Obviously these aren't the other options - there are other possibilities for what you could do for the Goblin. If you have ideas, feel free to present them. These are what the book presents. You will be working at the Goblin for a fairly significant amount of in-game time before story things begin to kick in, and what you do will basically determine the shape of the Goblin at the end of that period and how much money you (and Vancasterkin) make before the end of that time.
| Shay Vinder |
Hooray for having a +9 perform (dance) at level 1. I take it you're just going to be kicking off each in-game day (or week?) with a round of skill checks and play things out from there?
| Relverest Danarin |
Happy to do a Perform Aid Another and play as a duo! Rel will be Mr. Diplomacy in and out of the Goblin.
And Aine, we're sorry to see you go, and totally understand the need to go deal with RL. :)
| Lluvia Shade |
Well, even though Shay beats me by lengths o those skills Diplomacy, Perform (Dance) and Perception are best (despite the malus on wisdom, the elf bonus makes up for it again).
Lluvia would prefer to act as hostess and simultaneously stand watch over what happens in the gambling hall during the evening, while during the afternoons she'll hunt for rumors and mention the Gold Goblin here and there. She will particularly deal with all too intrusive or drunk guests, first in a diplomatic, seductive fashion, but also with her rapier if needed and make sure that no one harasses Shayliss. She is not doing team work with Sapphire, giving the ones that cause trouble drinks that put slightly sedate the subject as well as put it in a cloud of bliss.
Also, see you PMs, please, leinathan.:)