Monster Mashup - Table 3 (Inactive)

Game Master CaveToad

Goatling Battle Map
Ruined Keep

Regional Map

Party XP Total: 2760 ( level 2) / needed 3300

Party Meals Remaining: 43
Meals used per day: 5.25
(5 medium, 1 tiny)
Fed through day 6


1 to 50 of 221 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

post


Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]

Dot!

Looking forward to this. :)


Male Lesser Gargoyle Paladin/Bloodrager/Rogue l HP 51/52 [60/61] l AC 22 [20], T 14 [12], FF 17 [15] l F +13 [16], R +11, W +7 [9] l Init +4 l Perc +6

.


Male Lesser Gargoyle Paladin/Bloodrager/Rogue l HP 51/52 [60/61] l AC 22 [20], T 14 [12], FF 17 [15] l F +13 [16], R +11, W +7 [9] l Init +4 l Perc +6

I hid the master thread so that I'm not getting 20 notifications an hour from it, so I won't be checking that anymore. I'm very excited to get started!

Goivan is a brutal frontline build, also with a lot of subterfuge and face skills, and some minor healing.


Yeah, I am excited to get this running, and watch the carnage.


Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)

Checking in. Qahnaarin is a trip-focused skirmisher. I will be on the second line of combat tripping opponents and giving everyone lovely AoOs.


Inactive

Champawat will be giving opponents as many negative conditions as possible. She'll help with flanking but is not a tank. She might even be more useful outside of combat.

@Qahnaarin - you could have taken Kensai Magus with your cheese dip and added your Intelligence modifier to AC as well.


Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]

Gunther is going to be a midrange fighter who will attempt to keep any of the back-ranks guys safe. I'll probably be grabbing lots of buffing and utility spells, but will likely just spend most of my time plinking stuff with my longbow.


Looks like everyone is here in either discussion or gameplay. Go ahead and start. Discuss and play and work out your plans and moves. No rush, since there will be a few days of light activity as we wrap up recruitment, and i finish character reviews.

Once you have all decided when and where to move, let me know, I will move things ahead.

I will be working up some maps of the general area as you explore.


Gunther are you just hunting in the vicinity? It is a little unclear to me exactly, where if any the group has decided on going. As you move your survival roll will provide plenty of food for the group, but it sort of assumes that is taking place over the course of travel. Therefore it seems like this group will not go hungry any time soon ;)

I know you had started a discussion about plans, so just sort of waiting on that to get worked out.


Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]

Just keeping an eye out and trying to pick stuff up as we travel. Don't want to get separated from the group when we've barely even started! D:


Inactive

Qahnaarin, Bred for War is a human racial trait.


Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)

Right! I forgot I needed to switch that out. Any suggestions?


Keep track of your food supplies. I doubt this group will starve to death, but it adds an element of necessity, that makes things a little more interesting at the start, when there is a 'struggle' to survive.


Inactive
Qahnaarin wrote:
Right! I forgot I needed to switch that out. Any suggestions?

You can change Reactionary to Paragon of Speed (Regional) and take Threatening Defender (Combat) [reduces to hit penalty on combat expertise by 1].

There's always Heavy Hitter (Regional) [+1 trait bonus to damage with Unarmed Strikes]

Or Temple Guard (Regional) [+1 to attacks of opportunity with pole arms]

Or Indomitable Faith (Faith) [+1 Will saves]


Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)

Those look good, thanks!


Inactive

Qahnaarin can try spear fishing with his branched spear.

Prar could actually try to craft shields or bucklers using his craft armor skill.

Gunther, you might consider giving up Use Magic Device in exchange for Craft bows so you can make arrows.

Goivan can actually chop and split wood with his big axe.


Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]

I could (or at least I would consider it, if CaveToad gave the okay), but since I have Phantom Sun Stance, I actually just can copy an unlimited supply of mundane arrows. Does anyone else use a bow that would need me to make them?


Inactive

I don't think so, at least not in our little group. However they are something that could be crafted quickly with few tools and few supplies that we could potentially sell or barter with. But if you don't need to craft more, I wouldn't worry about it too much.


Gunther the Grim wrote:
I could (or at least I would consider it, if CaveToad gave the okay), but since I have Phantom Sun Stance, I actually just can copy an unlimited supply of mundane arrows. Does anyone else use a bow that would need me to make them?

you can swap out skills yet, making arrows here will make crude wooden, or stone tipped arrows since you have no access to metal.

Sun Stance might work better. Everyone started with 40 arrows (or whatever) if your special item was a missile weapon.


Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]

Yeah, I picked 20 regular and 20 blunt arrows so that I don't get hosed by DR when using Phantom Sun Stance. :)

I'm happy having UMD (I really like to fit it in on any character I build if it's possible) so I think I'll stick with what I've got. :)


As the groups wait for the night to pass, I will be doing final reviews. Notes I have taken and crunches will be reviewed for errors and mismatches. I have a spreadsheet and will use a checklist (listed below) to mark a pass for fail in each category for each character. It will make things go a lot faster if you go over the list yourself and make sure you can pass all the items. If a character needs to fix something, go ahead and get it tweaked. If your character build is somehow invalid and takes a rework that is ok. Otherwise no massive tweaks should be required. Once all characters on a table pass, I will proceed with play. I will send each player an email with a checklist of the pass/fail items. Help each other out and check out each others builds, although many of you may already have. Here is the checklist I will use:

Abilities:
Original stat rolls - Matching
Original stat rolls - 90 or more?
Stat rolls - additions and subtractions noted in a budget spoiler
Abilities - Bonuses are correct
Racial:
Racial Qualities accounted for
Racial Ability mods applied correctly
Racial Purchases - 30 RP budget matches and purchases documented
Classes:
Classes legal sources
Classes - Archetypes legal, multiple archetypes valid, cross bloodlines legal
Classes - Alignment requirements met
Combat Crunch
Crunch - Size/Reach noted
Crunch - Initiative and Perception values correct
Crunch - Move speed correct
Crunch - Armor Class values correct, math shown
Crunch - HP values correct, math shown, FCB and toughness applied, proper HD used
Crunch - Saves correct, math shown
Crunch - CMB/CMD accurate, math shown
Skills
Skills - Correct points calculated for level, bonus included
Skills - Correct number of ranks applied
Skills - Correct bonuses for class skills applied based on classes, proper stat bonuses and misc bonuses applied
Skills - Untrained skills listed
Feats:
Feats - Correct Number of feats
Feats - Prerequisites met for all feats, source of feat documented
Traits:
Traits - Three traits are of different type
Traits - Legal Traits
Traits - Any bonuses are applied
Special Abilities:
Special Abilities - uses per day properly calculated as needed
Special Abilities - correct abilities for classes and archetype(s)
Spells/Powers:
Spells - valid number of daily spells
Spells - valid spell selections
PoW stances - valid discipline
PoW stances - correct number of stances
PoW stances - valid stances
Minions:
Minions - All minions have a full stat block with values properly calculated
Minions - Eidolons Pool points correctly distributed, Feats applied, powers fit form
Minions - Familiars, correct type applied, skills, hp and base saves documented from master, feat rechosen as needed
Minions - Companions calculated correctly, feats, tricks and all stats match
Languages:
Languages - Match racial type (linguist, xenophobic), available legal options and int bonus
Misc:
Misc - hero points documented
Misc - Item documented, with its own crunch, and bonus feats ( weapon prof ), etc
Misc - Character description, backstory, personality, goals
Misc - Mini Crunch in character stat fields
Misc - Age, Size, misc features filled in
Misc - Encumbrance loads listed
Misc - Monetary Budget spoiler

This will be crossposted to the table threads too, since some do not read the master thread.


Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)

I fixed my traits.


Inactive
Qahnaarin wrote:
I fixed my traits.

You should have an Initiative of 12.

+6 Dexterity modifier
+4 Improved Initiative
+2 Paragon of Speed


Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]

Pretty sure Gunther is 100%, but if there's something I missed, please let me know. :)


Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)
Champawat wrote:
Qahnaarin wrote:
I fixed my traits.

You should have an Initiative of 12.

+6 Dexterity modifier
+4 Improved Initiative
+2 Paragon of Speed

Aww, see? This is why I'm glad you're in our group. :3


Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)

@CaveToad - Since we are winding down the trial period, I had a question for you before everything is finalized.

Will you be enforcing the rule that using a reach weapon with an ally between you and your target grants the target soft cover? Many people forget this is even a rule, let alone enforce it, but I wanted to make certain.


Qahnaarin wrote:

@CaveToad - Since we are winding down the trial period, I had a question for you before everything is finalized.

Will you be enforcing the rule that using a reach weapon with an ally between you and your target grants the target soft cover? Many people forget this is even a rule, let alone enforce it, but I wanted to make certain.

I will use it yes. I think that specific circumstance doesn't come up a lot is maybe why it gets forgotten. I try to stick by the rules as much as I can, although some are poorly written or don't take into account newly developed things very well.


Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)
CaveToad wrote:
Qahnaarin wrote:

@CaveToad - Since we are winding down the trial period, I had a question for you before everything is finalized.

Will you be enforcing the rule that using a reach weapon with an ally between you and your target grants the target soft cover? Many people forget this is even a rule, let alone enforce it, but I wanted to make certain.

I will use it yes. I think that specific circumstance doesn't come up a lot is maybe why it gets forgotten. I try to stick by the rules as much as I can, although some are poorly written or don't take into account newly developed things very well.

Thank you for the clarification. I had been wondering whether to take the Phalanx Formation feat, but having a focus on tripping means I don't need to worry too much since cover does not affect CMB/CMD.


Inactive

Does cover affect Aid Another attempts?


Champawat wrote:
Does cover affect Aid Another attempts?

Can you elaborate more or give a specific scenario? To aid another in combat the aider must be in melee with an opponent who is also in melee with the aidee. I'm trying to envision a situation in which cover would affect this. It wouldn't make the ac 10 target any higher.

Not sure it would impact the other applications of Aid Another either.

I guess there could be some obscure oddball circumstance that might defy logic, and I would apply some situational penalty (or bonus) but I don't can't think of a common scenario.


Inactive

If a group member was adjacent to an opponent, and I was behind the group member, would I suffer a penalty from cover to the aid another attempt.

"In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn."

Since it mentions an attack roll, I wasn't sure.


Nah, you still attack AC 10. It is pretty vague about what you are doing to aid the person. Maybe you are just waving your arms and cheering or something. I think the AC 10 is just some sort of minimal competency check. I'm not going to worry about it.


Inactive

Ok, cool. Good to know. Thanks.


Just an FYI, I will be continuing to review characters today wishing to complete them before moving past the night. I will be doing some other things today as well, so you may not hear from me until later this afternoon.


Male Lesser Gargoyle Paladin/Bloodrager/Rogue l HP 51/52 [60/61] l AC 22 [20], T 14 [12], FF 17 [15] l F +13 [16], R +11, W +7 [9] l Init +4 l Perc +6

Sounds good DM. Thanks for giving us the heads up.


Ok reviews for all characters have gone out. Many of you have already responded and adjusted or tweaked as needed, and are marked as passed. If you are changing something while we are still in Trial Phase, send me an email, so I can note it. Once we end Trial phase, changes can no longer be made without retraining. Some of you have replied but are still working on some changes or tweaks, so haven't been marked passed yet. I have the next adventure piece planned, and also working on some frameworks for a more solid ruleset for your special items, that will let you plan a little better.

Just a note about the flow. For now we are still in trial, and I am keeping the tables on roughly the same timeline due to proximity and potential for immediate(ish) interaction as well as some timed events. Once the groups split apart more and follow their own paths, it will be more free flow and I won't keep everyone on the same event timeline. This is also why I want to make sure all characters pass review before I move the timeline forward, despite some tables all passed or almost there.

This post will be cross-posted to the various tables, so sorry for the spam if you read in more than one place. I would like the various tables to check in with the master thread as well, just to keep track of overall changes.

In addition, I will be camping from Friday June 26 through Thurs July 2nd. The last you may hear from me would be Friday morning the 26th and not until probably the evening of July 2nd when I return. The camp ground is remote, and cell reception is unreliable at best, and I don't feel I can adequately GM from a phone in the wilderness, so I will suspend play during that time, or if possible, I will try to get the groups to a point where you can do things that don't require me as much. Without revealing too much about what lies in store now, I will have more information as we get closer.


Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)

I am fully updated.


Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]

I believe Gunther is 100%, as well. :)


Male Lesser Gargoyle Paladin/Bloodrager/Rogue l HP 51/52 [60/61] l AC 22 [20], T 14 [12], FF 17 [15] l F +13 [16], R +11, W +7 [9] l Init +4 l Perc +6

Ditto. Have fun on your camping trip!


Map will come tomorrow. Long day here.


Male Lesser Gargoyle Paladin/Bloodrager/Rogue l HP 51/52 [60/61] l AC 22 [20], T 14 [12], FF 17 [15] l F +13 [16], R +11, W +7 [9] l Init +4 l Perc +6

Prar I think you misunderstand how selective channeling works. You can choose a number of targets in the area up to your charisma modifier to not be affected by your channeled energy.


M Mind Flayer Wizard//Witch//Cleric 2 | HP 25/25 | AC:13/13/10 | Fort +5 Ref +3 Will +7 | Init +13 | SR 12 | CMD 17 | Perception +9 |

Oh ha. I guess I'll select injured goatmen then as the ones left out.


Just as a reminder, I will be out starting tomorrow, camping for a week, not returning until July 2. I put more extensive summaries for the other tables, but considering you are still on combat, and may be yet before I leave (something I had hoped wouldn't happen), I held off on the larger summary. We will finish up the fight (if we don't finish it by some time tomorrow), when I return.


Gonna post this here anyhow, because I have confidence you guys will eventually win the battle, well maybe heheh. But if/when you do you will get exp, and since I will be out almost a week, it will let you plan and coordinate things for after the battle. You are the only group still fighting, but another couple kills and they may surrender, so we shall see.

Summary and Housekeeping Post:
===================================
1. I leave for camping on Friday June 26 and return Thursday July 2. During that time I have basically no internet, aside from very spotty phone reception that drains my battery like crazy and there is no electricity to recharge my phone. I carry a ton of recharging devices and even a solar charger but they don't all work that well. Plus its not fun to GM via phone. So I will be out a week. I bring my notepad though and will be working on storylines and adventures.

2. Everyone gains 1400 XP for the battle. This will place you at level 2. You do not get the XP until you decide to 'rest and reflect'. This basically means several hours in a safe spot, not walking around or exploring or travelling. Staying at the campsite will count despite being the wilderness and maybe more goatlings around etc. The group will have to decide if they want to level up and pause for a few hours of in game time where you can't do much other than chat and relax. You need to be conscious and reasonably unwounded.

3. Since there is the slight potential for interaction with other groups, in the short duration after the battles, I would prefer people do all their level ups on an alternate sheet (offline perhaps), and have it ready to go, keeping your level 1 version on hand, and then just swap it in when time moves ahead. This gives you time over my vacation to get your character updated and brainstorm your future, or even adjust based on party needs.

4. Remember at level 2, you gain a feat from your item. This is a combat feat if its a weapon, or an combat amulet. It is a spell caster type feat or skill feat if its a caster-y item. I know this can be a little vague yet, and I will allow a redo of this feat once I have a solid rule-set soon after I get back. Refer to the rules I laid out so far for the items in the original rules.

5. Take some time for feedback, within your group and to me. Feel free to message me privately as well if you have concerns about anything that you don't want to share openly. This is also the time to decide if the table you are with is right for you. I feel like most of the tables are meshing well. We do have a few new recruits, and table 2 is at 6 people, so there is the possibility of some retooling. I think 5 is my target number for all tables.

6. Once you level your characters you are out of trial phase and we will move ahead. No more reworks, no more changes without formal retraining. Only if I find an illegal combo or build will I have someone change (in theory I should have caught these already, but eh, I'm human, mostly).

7. While I am gone, its a good time to firm up tactics and strategies. I realize you are still in the wilderness, and mostly gearless, but that will change eventually.

8. Feedback, analysis, discussion, critiques, strategies, ideas, amongst each other or for me are welcome. I hope the battle was a fun, perhaps tense, learning experience. Trial by fire sort of thing. Most combats will not be so brutal, save for the really epic ones perhaps, but those are suitably rare and special.
9. Everyone having a mini crunch really makes a difference, and those with special status spoilers for running effects, and other trackables really speeds things along, so if you don't have these yet, take a look at what others do, and get one going. It helps for minions too.


Male Lesser Gargoyle Paladin/Bloodrager/Rogue l HP 51/52 [60/61] l AC 22 [20], T 14 [12], FF 17 [15] l F +13 [16], R +11, W +7 [9] l Init +4 l Perc +6

Sounds good GM, thanks for letting us know.

I have a level 2 version of Goivan ready. I made a slight alteration in his feats, just moving around where I got each one.


Male Lesser Gargoyle Paladin/Bloodrager/Rogue l HP 51/52 [60/61] l AC 22 [20], T 14 [12], FF 17 [15] l F +13 [16], R +11, W +7 [9] l Init +4 l Perc +6

Sounds good GM, thanks fo rletting us know.

I have a level 2 version of Goivan ready. I made a slight alteration in his feats, just moving around where I got each one.


Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]

Updated the PDF character sheet I use for Gunther for level 2. Not terribly much he gets this level, especially since level 2 is a dead level for Sorcerers. D:

I'm going to trade Discipline Focus: Silver Crane for Discipline Focus: Solar Wind, because it seems like the Silver Crane maneuvers I want to use the most (the healing ones!) are all melee attacks and therefore not really worth focusing on. :(

Other than that, though, Gunther will remain the same, just higher level. :)


Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)

I switched a few feats around (there are so many to track!), but otherwise Qahnaarin just advanced. I have the sheet ready on my main ID page.

+16 HP
+1 BAB
+5 Fort
+5 Ref
+5 Will
Monk: Bonus Feat
Monk: Evasion
Rogue: Rogue Talent
Rogue: Evasion
Paladin: Divine Grace
Paladin: Lay on Hands


Hey everyone, I am back, but today/tonight is a bit of a bust for posting. Tomorrow is a holiday for most, but I should catch up and be able to move things along.

1 to 50 of 221 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Monster Mashup - Table 3 Discussion All Messageboards

Want to post a reply? Sign in.