Venture Teller Play b'Post |
Welcome all. I would like everyone to respond with this post and then respond to the next post. That way all of these things show up on the first page and will be easy for me to find.
Then I need a handful of things from y'all.
Real Name (Paizo avatar is OK), PFS Number, Faction (which will show up if you have it set on your Avatar.)
Please put perception and AC plus anything else I might have to look up frequently into the sex/race slots of the character's profile (see Seaweed for an example). If you have a T-shirt or folio free reroll please say so and where you are most likely to use it (example: "Reflex save when d20 is below 10"). This is only because PbP means a lot of quiet time between a roll and a response compared to a table-top game. I want to keep the game moving, but do not want to push through someone's choices.
In order to keep things moving I may occasionally take an action for your character. Define your characters default attack option. Then also make an attack of opportunity for me. I would rather not wait two days to complete a single action.
If you are OK with me making the Perception and initiative checks I will. If not, give me three of each & I will use them in the order you rolled them as needed.
This should be set up for a reply to make it easier for you (deleting everything above). Make sure to add the appropriate modifier and the final closed bracket (])to the die rolls.
RL name:
PFS number:
Faction: (should flood in, but just in case)
Re-Roll: Y/N
Most likely use:
Typical combat action:
Day Job:
[dice=default combat action]1d20+ [/dice
[dice=damage]+ [/dice
[dice=attack of opportunity]1d20+ [/dice
[dice=damage]+ [/dice
Evigail 'Seaweed' Brandiday |
RL name: Scott/Curaigh
PFS number: 25879-2
Faction: Grand Lodge
Re-Roll: Y
Most likely use: low windblast roll.
Typical combat action: windblast
Day Job: Profession (bureaucrat)
Windblast: 1d20 + 8 ⇒ (8) + 8 = 16
no damage, as bull rush.
AoO trident: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d8 ⇒ 4
Roger Steves |
RL name:[b] Tim/Kigvan
[b]PFS number: 53636-10
Faction: Liberty's Edge
Re-Roll: Y (3 stars currently)
Most likely use: Low Saving Throw (especially will save)
Typical combat action: Melee Power Attack with Shield, attack roll also functions as a bullrush, if there is a solid obstacle like a wall that prevents full bull rush movement the opponent is knocked prone.
Day Job: Profession (Soldier)
shield power attack: 1d20 + 11 ⇒ (2) + 11 = 13
damage: 1d8 + 18 ⇒ (5) + 18 = 23 plus bull rush = attack roll
AoO shield power attack: 1d20 + 11 ⇒ (8) + 11 = 19
damage: 1d8 + 9 ⇒ (1) + 9 = 10 plus bull rush = attack roll
Roger Steves |
Purchases to be made before beginning the scenario:
Mwk Breakaway Shield Boss 170gp, attaching to shield (from Melee Tactics Tool Box
Increase Armor Enhancement of Shield to +4, cost 9,000gp, total value of shield 21,070gp (Fame Limit 31,000gp currently)
5 flasks of alchemist's fire 100gp
Wand of Cure Light Wounds 2PP
Total Cost of Purchases 9,270gp and 2PP
Remaining Gold: 986
Updating Character sheet/stats for changes.
Captain Steves Super Soldier |
I created a separate Alias for the Mutagen version of the character, with adjusted character sheet. This is him. Typical Combat Options:
Shield Attack: 1d20 + 13 ⇒ (14) + 13 = 27 plus attack roll = bull rush
damage: 1d8 + 23 ⇒ (3) + 23 = 26
AoO Shield: 1d20 + 13 ⇒ (20) + 13 = 33 plus attack roll = bull rush
damage: 1d8 + 23 ⇒ (4) + 23 = 27
Brawler's Flurry Melee: 1d20 + 11 ⇒ (18) + 11 = 291d20 + 11 ⇒ (3) + 11 = 141d20 + 6 ⇒ (11) + 6 = 171d20 + 6 ⇒ (13) + 6 = 19 each attack could also = bull rush
damage: 1d8 + 17 ⇒ (3) + 17 = 201d8 + 17 ⇒ (5) + 17 = 221d8 + 17 ⇒ (4) + 17 = 211d8 + 17 ⇒ (3) + 17 = 20
Pinpi |
RL name: Dobbins/Kroama
PFS number: 59852-8
Faction: Dark Archive
Re-Roll: Y (3-Star)
Most likely use: Death or Compulsion Spell
Typical combat action: Throw Bombs
Day Job: Craft (Alchemy)
Explosive Bomb (Vs. Touch): 1d20 + 10 ⇒ (15) + 10 = 25
Fire Damage: 4d6 + 15 ⇒ (4, 3, 6, 5) + 15 = 33
Splash (10ft) Reflex DC(20): 14 = 14
(I don't AOO but may have a dagger out to flank)
Due to the nature of Alchemists, my AC, initiative, bonus to hit, etc. varies wildly. I'll include a list of my bonuses to everything (Init, bombs, etc) in a spoiler on each post including everything i have running.
Radical Edward |
RL name: Laine
PFS number: 73473-10
Faction: Exchange
Re-Roll: Y (***), on a Low Fort or Will save
Most likely use: Crowd Control, e.g. Charm, Suggestion (Mostly on Robots), Hideous Laughter
Typical combat action: Target heavy armored units with CC spells, Target Casters with damage spells
Day Job: Caravan (Diplomacy)
Charm Person (DC 19)
Charm Monster (DC 22)
Suggestion (DC 21)
Hideous Laughter (DC 20)
Concentration +19
Other notes:
Can disarm traps, but balls at finding them.
May use a scroll of Create Pit if combat needs a bottleneck.
Familiar can make all Knowledge Checks, but Ed is the only one who can understand him without magical aid.
Has the feat Technologist
Ember, the dark flame |
RL name: Abel
PFS number:50341-5
Faction: scarb sage
Re-Roll: Y, if I can use a portfolio re-roll
Most likely use: big fight, haste, otherwise a ray
Typical combat action: start with haste if needed and then where I can do the most fire damage possible
Day Job: day job: 1d20 + 4 ⇒ (13) + 4 = 17
Sulii |
RL name: Ryan
PFS number:78886-6 (slow track)
Faction: Dark Archive
Re-Roll: Y (1 star)
Most likely use: attack roll if things getting rough, someone else
Typical combat action: Swift* Marid style, spring attack; next swift actions* Elemental Assault and Ki point for an extra attack
Day Job: day job: N/A
Unarmed Strike: 1d20 + 10 ⇒ (10) + 10 = 20
damage(4 is cold dmg): 2d6 + 5 + 4 ⇒ (4, 6) + 5 + 4 = 19
damage(elemental assault): 1d6 + 3 ⇒ (1) + 3 = 4
damage(elemental fist): 2d6 ⇒ (6, 6) = 12
Flurry: +10/+10/+5
Other Notes: Resistance 7 acid, cold, elec, fire
Monk of the Iron Mountain
Can spend 2ki pts to grant an ally within 30ft a reroll on attack or save
Sulii |
HP: 66
Init: +3
AC: 22 (24 if I begin and end in same square)
t: 20
ff: 19 (21)
CMD: 24 (*Basion Stance)
Perception: +3
Fort: +9 ; Ref: +9 ; Will: +10
Sulii |
I finally made it guys. Sorry for not being very descriptive. At this moment my brain is pretty blank.
Kigvan |
Wow I could have sworn I had one, let me check the paper sheets again.
Edit: That's right, he doesn't have the wand, because he has boons granting permanent endure elements (both hot and cold, separate boons).
PS I have several consumables that I can't actually use, such as wands of cure light wounds (10 and 50 charges), wand of lesser restoration (8 charges), and a scroll of suppress charms and compulsions (2 uses). We should establish who is best to give these to, before we get into a fight.
Venture Teller Play b'Post |
Scott, don't know if you want init or not but I would cast pro energy fire on Roger on the way down.
Two schools of thought on INI in PbP. I usually let the players roll their own iniative, if they beat critters' roll post an action. Many GMs roll all initiatives so no one is waiting for the last player to post, only to discover it is a one.
Preferences?
Scott, don't know if you want init or not but I would cast pro energy fire on Roger on the way down.
Feel free to retcon an action like that. You could even RP more with the chokers if you want to. I debated railroading everyone into the elevator, but expediency won out in an already slow medium. We can always back up if it gets pushed too fast, but slow games die :)
Kigvan |
Two schools of thought on INI in PbP. I usually let the players roll their own iniative, if they beat critters' roll post an action. Many GMs roll all initiatives so no one is waiting for the last player to post, only to discover it is a one.Preferences?
Seems like having the GM roll all of them would be the fastest/easiest.
Kigvan |
Purchases to be made before beginning the scenario:
Mwk Breakaway Shield Boss 170gp, attaching to shield (from Melee Tactics Tool Box
Increase Armor Enhancement of Shield to +4, cost 9,000gp, total value of shield 21,070gp (Fame Limit 31,000gp currently)
5 flasks of alchemist's fire 100gp
Wand of Cure Light Wounds 2PP
Total Cost of Purchases 9,270gp and 2PP
Remaining Gold: 986
Updating Character sheet/stats for changes.
I am skipping the increased enchant on my shield as I remembered that I was saving up for a different item (also I mathed poorly it should only have costed 7,000 not 9,000)
So Bought the Shield Boss for 170, the 5 alch fires for 100, and the wand for 2 PP
leaving me with 9,986gp
Kigvan |
A couple of pre-mission things to take care of, that I just remembered. Roger has the following items that he cannot use that he would have passed out ahead of time:
Wand of Cure Light Wounds (10 charges)
Wand of Cure Light Wounds (50 charges)
Wand of Lesser Restoration (8 charges)
Scroll of Suppress Charms and Compulsions (2 uses on one scroll, would give the the highest will save person capable of using)
He will also have loaded an alchemist's fire into his new breakaway shield boss.
He will also have one of his meditation teas in his vial of efficacious medicine.
Flaming Duck |
Who wants what? We got a flashbang, 2 cold grenades, and a forcefield. Also, a mighty mighty flashlight. Forcefield probably to Ryan or Tim. Abel and Dobbins are both good at ranged.
You know, Ed is keeping the flashlight. Too strong for the rest of you.
Edit: Is this a hands free flashlight? Can I clip it to my belt? Tech guide doesn't say. Does Pinpi have any glue?
Kigvan |
If I use the force field I get to roll an extra d6 on the % die if it glitches (50% on the first use assuming it hasn't been used in a month), (since it is timeworn I think, I peeked at the spoiler after you made your checks).
It grants 5 temp hp, that restore themselves at 1 per round, using 1 charge to activate, then 1/minute after, the field fails if reduced to 0 hp for 24 hours. Prevents solids and liquids from contact, but not gasses or light.
Kigvan |
I'm ok with Abel taking the force field if he wants, I don't think I need any of the grenades (though I do have a Bang grenade of my own from a chronicle sheet).
Looks like Pinpi wants the Flash Grenade, and Ember wants the Force Field, I have no problems with either.
Venture Teller Play b'Post |
Sorry all I was out of town Tuesday and am struggling to get caught up with everything. I think two folks are also at PaizoCon until next Tuesday. I will have a new post tonight though.
Venture Teller Play b'Post |
"What a long elevator ride! Anyone want to talk about the history of their people?
Not actually upset, just reminds me suddenly of the elevators in Mass Effect.
Captain Steves Super Soldier |
Well, I think for Doors, I'll take 10 for traps then open them if they are clear in the future.
Let me know about any objections.
Captain Steves Super Soldier |
I'd let Pinpi wear the armor if he wants, I'd lose 4 pts of AC with it on.
Cap will take one of the doses of Cureall
Suli would probably be best for the boots, as Cap can also attack at range.
Venture Teller Play b'Post |
Ein's roll was not high enough to identify the creatures, but they are outsiders. Tig-O insists they are misbehaving robots.
Sulii you stated you were between the two, so you are in the middle of the area marked 5. The forge is through the double doors on the opposite side.