Monster Mashup - Table 1 (Inactive)

Game Master CaveToad

Spreadsheet link
Goatling Battle Map
Location Map
Turtle Island Map
Beach Shipwreck
Ship Combat
Egg Chamber

Party XP Total: 9000 / 10000 ( 4th level )
Champawat: 7860 / 10000 ( 4th level )

Party Meals Remaining: 0
Party Meals User/Day: 5.25
(4 medium, 1 large(Tavros only counts as .25 now), 1 small)
Fed through day 20


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M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20

Makoto... you're still invisible, right? That's why I figured staying mobile wouldn't be tricky.

EDIT: Also, sorry if I freaked out. I need to stop getting worried about my characters like that.


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

I still can only move at half speed due to the ground. But yeah, I'm still invisible until I make an offensive action.


Male Minotaur
Trackables:
Arcane Pool: 6/6 | Ki: 5/5 | AoO: 4 | Stun/Fatigue Fist: 4/4 DC 15 | 1st: Shield | Hero: 2/3
UCMonk/UCRogue/Kensai 4 HP 64/64 | AC 25 (26 vs traps) T 21 FF X | F 7 R 7 (+1 vs traps) W 7, +2 vs charm, compulsion, emotion; addition +2 vs enchantment | Init 5 | Perception 12

Maybe they're just defending their territory?


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

Wow, you go away for a family thing and the threads have exploded!

Still, now Mlinzi is getting pretty frantic. The big guy's down, and Mlinzi can't even heal him! Still, he can protect the others, and that's what he's going to do. Prone goatmen don't threaten, so they don't flank, and they're easier to hit. If you guys can target the ones I knock down, we'll hopefully be able to take them down pretty quick. I know 10's still down with that AoO roll, but I don't know about the other two. Those rolls were pretty crappy.

I'll work on trying to fit some stats into my header, but there's no room for any of them. How do you get those multi-line headers, guys?


Male Minotaur
Trackables:
Arcane Pool: 6/6 | Ki: 5/5 | AoO: 4 | Stun/Fatigue Fist: 4/4 DC 15 | 1st: Shield | Hero: 2/3
UCMonk/UCRogue/Kensai 4 HP 64/64 | AC 25 (26 vs traps) T 21 FF X | F 7 R 7 (+1 vs traps) W 7, +2 vs charm, compulsion, emotion; addition +2 vs enchantment | Init 5 | Perception 12

It sort of automatically becomes multi-line. I have my stuff in the Race (trackables) and Class (other stuff) fields.


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

I see. Spoiler tags create linebreaks. Awesome.

As I was going through, I caught a few mistakes. My FFAC was wrong, as was my touch, so I've fixed them.


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20

Hero points mean we can always throw a bunch of healing in one turn, so there's also that. But these guys have a loooot of feats.


Female Changeling Unchained Rogue/Sorcerer/Brawler 4 (Perception: +9) (AC/Touch/FF: 24/16/18) (HP: 42/42) (Initiative: +6 ) (Fort/Refl/Will: +6/+8/+5)

@five foot, I just used the wrong word Dalang corrected it

@Hp: Lucina has a base of 16hp-12first round+5channel+7heal=16 so she's back to full hp

Lucina wont be able to dish out much in the way of damage until level 3-4ish?


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20

What? You can do 4d6+10 damage with an unarmed flurry, that's pretty good; or you can sleep 1-2 dudes. And you've got a really high AC (once you get armor, it'll be the highest in the group).

Also, Brawlers are the highest-damage class in the game (although the Unchained Monk does a little better if maneuverability is at stake).


Female Changeling Unchained Rogue/Sorcerer/Brawler 4 (Perception: +9) (AC/Touch/FF: 24/16/18) (HP: 42/42) (Initiative: +6 ) (Fort/Refl/Will: +6/+8/+5)

I can't use flurry until level 2 and my strength mod is only +1 until level 3 when i can change it for my dex which is +5 level 3 will also up my sneak attack by 1d6 and let me take Boar Style for a possible +2d6


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20

Oh, wow, I need to read those classes better. (Piranha Strike is also probably pretty useful for you). Hmm. Still, I guess we'll see who survives the next set of attacks.


Female Changeling Unchained Rogue/Sorcerer/Brawler 4 (Perception: +9) (AC/Touch/FF: 24/16/18) (HP: 42/42) (Initiative: +6 ) (Fort/Refl/Will: +6/+8/+5)

Piranha strike is nice but i was just talking about how my damage atm isnt much compared to tarvos or your skeletons but I should start to scale -really- fast

I was worried about aoos on spells but since im back up to full ill likely try sleep


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20

Piranha Strike is +Level/2, which is much better with a Brawler's flurry than without one. Defensive casting is always an option (not great, but often better than risking spells being interrupted by AoOs).

My skeleton's not great (only +2 to hit) but its DR is monstrous at level 1. And yah, there are tons of ways to pump up a brawler, though you've probably seen most of them by now (the brawler-specific equipment is epic).


Female Changeling Unchained Rogue/Sorcerer/Brawler 4 (Perception: +9) (AC/Touch/FF: 24/16/18) (HP: 42/42) (Initiative: +6 ) (Fort/Refl/Will: +6/+8/+5)

I've been wanting to make a brawler for a while but haven't gotten one into a game until now but currently ive been looking at ways to up my ac like mage armor,rings,bracers ect because with this much dex and changelings natural armor she's really hard to hit


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20

Hmm, yeah... but unlike monks, brawlers can do really awesome things with armor. (Adhesive brawling armor is amazing: +4 to Grapple, and you can run up walls then jump off onto people as a pummeling charge). Shield Champions are one of the coolest ranged classes out there, and the best ranged tanks; if you stay with a melee build, you can go with things like Delving Armor + Haste to pop up underneath people, drag them underground and wait until they pass out from air depletion.

EDIT: Meanwhile, I've been reading through Teamwork Feats, and Paired Opportunists could be awesome for our two reach characters at next level. As could Bodyguard, if we ever get Mythic Combat Reflexes. Teniel will be on the lookout for items that can grant his mount teamwork feats; although his first will be Escape Route, which should let him effectively use his tiger to Spring Attack but with a full attack.


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

I guess I should point out that, since Mlinzi is Flurrying adjacent enemies, he's making Unarmed Strikes for his trip attempts, taking advantage of the Monk's ability to use Unarmed Strikes with limbs other than his arms, so I was imagining something more like a spinning kick, but that's purely a flavor thing.

EDIT: Oh, also, I'm not sure if Paired Opportunists is that great, since it requires us to be adjacent. I mean, sure, if Tavros and Mlinzi manage to be adjacent to one another, we'd get a ton of AoO's, but it's really inefficient for two reach characters to be adjacent as a general rule. The +4 would be fun, but I don't know...


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

@Mlinzi: It was errata'd that you can't trip a tripped opponent as it tries to stand. The AoO is resolved while it is prone, rather than as it is rising, now. So... your AoO can whack-a-mole it with the thing having -4 AC. :)


Hey gang, I adjusted the map again to reflect that Makoto didn't AoE heal, which puts you guys in a better position. Was doing it late last night so was a little fuzzy brained. 4 down and 2 wounded.

I put little grey diamonds on the prone guys also, to help differentiate.


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8
Makoto 'Maks' Kasumi wrote:
@Mlinzi: It was errata'd that you can't trip a tripped opponent as it tries to stand. The AoO is resolved while it is prone, rather than as it is rising, now. So... your AoO can whack-a-mole it with the thing having -4 AC. :)

Oh, I didn't realize that. Damn. Oh well. I guess it's up to Cave Toad whether he wants to take my roll from earlier and just change the modifier from +15 to +7, or have me reroll.


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

-sigh- I hate Level 1 SO much!


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20

Yeah... in other news, at level 3 I should be able to force a re-roll every time an enemy gets a natural 20, so at least that's something to look forward to in the "crits" department.

With any luck we'll be close to level 2 soon.


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20

In the realm of "totally and absolutely unnecessary," I've added a page to the party spreadsheet with a whole bunch of party roles on it. No need to do anything with that, but I figure out it might be a neat way to figure out/remember general party roles as we level up (since we've currently got a bunch of very self-sufficient characters, and so far I've had to stop and look at people's character sheets to figure out who does what)


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

Maks honestly isn't super comfortable with stabbing people, anyway. She will if she needs to, and has the stats to lay into someone, but she's just more 'into' keeping her allies up than taking her enemies down. :)

She'll switch hit, on occasion, but she's giving the left-hand-path a bit of breathing room. :)


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

I'm still not sure entirely what spells Mlinzi will want to be using a lot of. Obviously I've front-loaded a bunch of self-buffs, but I'll definitely be picking up Color Spray ASAP, and I'll also want to get myself a decent blasting spell or two.


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

Oh yay, a nat 1 on an attack roll... The goatlings are getting nat 20's all over the place, and here I go and roll a nat 1 in the middle of what's supposed to be an epic combo.


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20

So... the big Goatling is doing something weird (since healing Hex uses touch range IIRC, and it's not clear whether he's doing that). Can we use spellcraft to try to identify it/learn more about the goatlings?


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

OH HELL YES! Mlinzi has an open path to that cluster of baddies around Tavros! We can finally get the big bad flanking buddies together!

EDIT: UNLESS of course that pesky nat 1 ruins that plan...


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20

Sure. My skelly will be AoO'd by macegoat if he tries to move, but if the thing crushes him, I can summon a new one wherever people want.

EDIT PS: If we need a name for our group, I suggest "Dr. Goodwin's Musical Menagerie"


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

I'm pretty sure magical healing always starts from zero, so Tavros should be positive now.


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20

I... don't think it works like that. Silver lining: Tavros is still lying on the ground, injured, healed by an invisible force, with no actual evidence to our enemies that he's become a threat again. (And if you try to coup de grace someone who's playing dead, you provoke an AoO from them, so that's always fun)


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

Oh, seems you're right. Must be a common houserule.


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20

I've never seen anything like it mentioned in any similar edition, though there's a rule somewhat like that in 5e (and possibly 4e as well?)


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

Yeah, apparently it's a 4e rule.

I'm finding that tabletop games are a lot like Monopoly - everyone plays it a little different, either through a misunderstanding of the rules or a bunch of declared houserules.


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

You say 'declared' as if everyone even knows they have house rules enough to tell you what they are before they come up. :P


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

Yes, I've seen a number of games with threads for houserules, and if I ever run a game, I try to declare the houserules I'm using before the game starts. I suppose people could be using houserules but never tell you about it, which would be confusing, and I understand that sometimes people don't think to tell you about a houserule until the situation comes up, but for the most part I've found that if a deviation from the standard rules isn't declared, it's not a houserule, it's a mistake.


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

My issue is that I learned to play with people who had a ton of houserules, and the fact that many -are- houserules never really came up. So a lot of the things I think are just the way the game works don't really come up until someone starts the 'nuh-uh!' :P


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20

Personally, I have one major houserule—and it's "NPCs respond realistically to the things you say based on their intelligence and the terrible questions you just asked, even if you did roll well on your diplomacy." Also, sometimes really high intimidate checks used incautiously cause enemies to faint.


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

I'm not sure I've ever seen Diplomacy used in a way I thought made sense. Typically, the people who take it just try to bully people with their words, and expect the dice to show that they're 'trying'. It's put a really bad taste in my mouth with the skill. I've had players try to bully people out of their homes by calling them stupid with diplomacy. I was like 'Well, you did roll pretty well, but then you called them stupid to their face and the DC went up... because you blew it.'


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

I've seen a few players do Diplomacy quite well (and I like to think I'm one of them on occasion), to be fair. I like the suggestion from GURPS of adding modifiers for especially good or bad roleplaying when using social skills.


I always use diplomacy to augment actual roleplaying. Basically I take the words said at face value, and then if they make sense, I can allow for a diplomacy role to enhance the situation since a player's character may well be much more suave or diplomatic than they are. But I still take the general tone and intent at face value. I never use diplomacy as a 'but look I rolled really high to I can make the NPC bend to my whims.'


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

Pretty much that. You can make them bend to your whims, but that's all you're going to get out of them. You either choose to make them like you, or choose to win the argument, not both at the same time.

And yeah, being clever and the like, especially face to face, can be exceptionally hard for players (especially me; I have social anxiety. I have two settings: Quiet, and over the top).


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

Yeah, face-to-face is hard. In general, when going for Diplomacy rolls, I just describe the general tack my character would take unless I'm feeling particularly inspired. For example "I ask about the woman's daughter," or "I suggest that the deal could be profitable to the thief."


It's also hard when you don't get to play tabletop that often so everyone gets together and hasn't seen each other in a while, and they are away from their families and kids, and everyone is hopped up on beer, soda, pizza and other snacks. It's hard to RP serious diplomacy when everyone is laughing and just having a good time. I try to assume there is a little more that goes into it than what the players actually say, but I try to get a starting vibe and use other stuff like social positions, state of dress and cleanliness (depending who they are interacting with).


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

Okay, I'mma move in closer to the big goat! Time to get Tavros some support!

Question, even though Tavros is prone and unlikely to attack, does he still count as a flanking buddy?


Male Minotaur
Trackables:
Arcane Pool: 6/6 | Ki: 5/5 | AoO: 4 | Stun/Fatigue Fist: 4/4 DC 15 | 1st: Shield | Hero: 2/3
UCMonk/UCRogue/Kensai 4 HP 64/64 | AC 25 (26 vs traps) T 21 FF X | F 7 R 7 (+1 vs traps) W 7, +2 vs charm, compulsion, emotion; addition +2 vs enchantment | Init 5 | Perception 12

My problem with high Cha characters is that I am not high Cha. I had a paladin in one game, but our party face was the Cha 8 guy just because his player had more charisma than me and was better able to think up arguments for why the NPCs should help us. Plus I'm bad at thinking on my feet. This is probably why I generally play off high Cha as "I'm really, really pretty." Plus I think there have been studies showing that people tend to treat attractive people better than unattractive ones.

I like my Cha 6 character who is almost constantly invisible and refuses to directly talk to anybody, instead conveying his information telepathically to his Cha 16 familiar to then communicate to other members of the party.


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

I've always ruled that you can choose to treat yourself as flatfooted to a target in exchange for not counting as being flanked. If you want to treat them as a nonthreat, you can. :p I'm not sure treating a large rogue as a nonthreat is a good idea by any stretch, though. :P

Of course if they think he's still unconscious..


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

-sigh- I needed a 4 or better, but no. No, the RNG just hates me right now. Now I've wasted a spell slot, don't have that Mage Armor I really wanted so I could safely go into Rage, and am slightly more vulnerable as I draw those AoO's. Granted, that last bit doesn't hurt me too much, but still, it's a major nuissance.

I'm good at tactics, but the dice just won't cooperate with me!


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

Eh, you didn't lose too much. All of the enemies are either on the other side of allies (meaning you're almost guaranteed to be safe) or prone. You should be fine. :)


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

I'm moving in to engage the big goat, though. Should pull some of the heat off of you, of course, but I could use the extra to-hit I'll be getting from Rage.


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20

High cha/int is usually easier to play online, when you have more thinking time, yeah.

Also: Everyone, stay on your toes (and I seriously recommend defensive casting). We're still not anywhere close to winning this battle, and the guys on the ground have been pretty dangerous.

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