Path of Piece (Inactive)

Game Master Mr. Nomington

Grab your straw hats and dice! Your about to embark on a epic quest, filled with a world full of adventure! Will your crew succeed in finding riches, power or fame? Or will the watery depths and vast sea be your end? It's time to set sail!


401 to 447 of 447 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

Male Half-Elf Eldritch Scoundrel 3| HP 20/27 | AC 14[18], FF 10[14], T 14 | Fort +3, Ref +7[8 Traps], Will +1[3 Enchantments] | CMD 17 | Perc +8[9 Traps], SM +0 | Init +5
Active Effects:
Mage Armor

It's also worth mentioning that while Burning Hands can't critical, it also cannot miss, something which can be vitality important against particular enemies or just for consistency sake.

And I didn't even begin to mention bypassing DR.

-Posted with Wayfinder


Male Half-Elf Eldritch Scoundrel 3| HP 20/27 | AC 14[18], FF 10[14], T 14 | Fort +3, Ref +7[8 Traps], Will +1[3 Enchantments] | CMD 17 | Perc +8[9 Traps], SM +0 | Init +5
Active Effects:
Mage Armor

Also you're not counting half dice when you calculate DPR, which, sorry to say, shows you lack a fundamental understanding of how dice averages function.

-Posted with Wayfinder


M Male N Ranger | HP 12/12| AC: 17 (12 Tch, 15 Fl) | CMB: +5, CMD: 17 | F:+ 3, R: +4, W: +1; | Init: +4 | Perc: +4, SM: +0 | Speed 20ft | Combat Reflexes (3 AOOs/round, threaten at both 5ft and 10 ft)

Look at the following site:

http://www.thedarkfortress.co.uk/tech_reports/2_dice_rolls.htm#.V4mM5Lh94hc

If you have something else about dice averages(site or so), feel free to chip in.

"Providing he hits, he gets 2D6+8 for armour penetration — meaning an average of 7+8=15 giving me a possible penetrating hit on AV14! So yes the melta bomb is well worth taking."

The words do not matter, the numbers do.

http://paizo.com/pathfinderRPG/prd/bestiary/monsterCreation.html

I already calculated on Average AC of (14) based on the Paizo CR bestiary. (0.75 Hit rate) 15 = 11.25

Going crossed blooded orc and draconic reduces the number of spells known by 1 per level. You can gain spells of a higher level, yet have no spells to use. Also gives a lowered will save.

Ever thought of what if you hit resistances/immunities, or SR? (DR for casters)

Also you're spending a spellslot to deal damage, the barbarian can keep swinging the whole day long.

Not to mention you need to burn 2 feats (Spell focus evo), Spell Spec, just to attempt that.

And I would never give a cantrip a way to affect another creature (as a GM). Except where cantrip states so - like it says gives 1d3 acid damage etc. People don't tell you your alchemist fires explode when you get caught in a fireball, right? Unless you rolled a nat 1 on your reflex save, and even so the item gets a save on whether it blows.

For dealing with people's gunpowder, there's a level 1 spell, damp powder.

Damp Powder

A cantrip should not be given the power that a level 1 spell is supposed to do.


Children please, suck the tit you prefer...


Male Half-Elf Eldritch Scoundrel 3| HP 20/27 | AC 14[18], FF 10[14], T 14 | Fort +3, Ref +7[8 Traps], Will +1[3 Enchantments] | CMD 17 | Perc +8[9 Traps], SM +0 | Init +5
Active Effects:
Mage Armor

You realize the link you provided sides with me and not you, right?

2d6 is an average of 7 and not 6 which is what you used in your original example.

A 1d4 is an average of 2.5, and 1d8 is 4.5 and on and on. Anytime you use round down with dice that are even numbered you're doing it wrong.

2d4 is 5 and not 4, where as 3d4 is 7.5 and thus 7.

Furthermore the Barbarian cannot swing all day, because the Barbarian can only adventure as long as his companions. It's nice to pretend martials have that advantage over casters, but it's not actually true. When the Cleric and Wizard are out of spells, you're going to rest no matter how much juice the Barbarian has left in the tank.

And suggesting that spell focus and the like are "burning" Feats on a caster is trite. I can have a Wizard take only item creation feats and still be By a landslide the most effective member of a party. Casters don't need Feats, and whatever they spend them on will be just fine. You could do a lot worse than giving your party a way to deal with AoE encounters.

I have a Flame Oracle right now, I'm not even as specialized as I could be and a Fireball is often enough to clear the room of everything except a boss on the first cast.

That kind of situation is where blasters excel. Blasters aren't bad because they can't deal enormous DPR, they can. They're bad in comparison to what God Wizard's and Summoners can do.

-Posted with Wayfinder


M Male N Ranger | HP 12/12| AC: 17 (12 Tch, 15 Fl) | CMB: +5, CMD: 17 | F:+ 3, R: +4, W: +1; | Init: +4 | Perc: +4, SM: +0 | Speed 20ft | Combat Reflexes (3 AOOs/round, threaten at both 5ft and 10 ft)

I'm saying that blasters deal less damage then martials do for the same feat investment, giving evidence for the point. I agree you can build an effective blaster, but if I were doing so, my bloodline is wrong for it, and on character creation I had already decided not to go down that route.

I will(on AE), but not at this point of time - I want my caster level to go up before I do it. Otherwise I burn my spell slots super fast, and I get to be useless for the rest of the day.

Besides to be honest, telling a caster what spells to pick is actually very bad form. Especially since I was not asking for advice to begin with.


Male Half-Elf Eldritch Scoundrel 3| HP 20/27 | AC 14[18], FF 10[14], T 14 | Fort +3, Ref +7[8 Traps], Will +1[3 Enchantments] | CMD 17 | Perc +8[9 Traps], SM +0 | Init +5
Active Effects:
Mage Armor

I never told you what spells to take. You said you didn't like Burning Hands, I'm simply stating you undersold how powerful the spell can be.

And that your math was wrong.

-Posted with Wayfinder


M Male N Ranger | HP 12/12| AC: 17 (12 Tch, 15 Fl) | CMB: +5, CMD: 17 | F:+ 3, R: +4, W: +1; | Init: +4 | Perc: +4, SM: +0 | Speed 20ft | Combat Reflexes (3 AOOs/round, threaten at both 5ft and 10 ft)

Even with the wrong maths, 3d4 burning hands, how much would it be, or how would average dice be calculated? You have not mentioned what is the formula for average dice. Easy to say that people are wrong, but have you given what is the right formula?

Even so 3d4 is lesser then 2d6+8(with a miss chance).


Male Half-Elf Eldritch Scoundrel 3| HP 20/27 | AC 14[18], FF 10[14], T 14 | Fort +3, Ref +7[8 Traps], Will +1[3 Enchantments] | CMD 17 | Perc +8[9 Traps], SM +0 | Init +5
Active Effects:
Mage Armor

As I've said, dice should always be done at half plus .5.

It isn't like you came out and said, "I don't think Magic Weapon is very good." A spell which only use is between levels 1 and 2 and whose job is really done better by your martials carrying proper oils.

It's pretty hard to argue against Burning Hands being a top 10 level 1 spell, and even if you somehow could it's right on the outside of that list.

You need a pretty sound argument as to why you feel that way, that a damage focused martial character can on average out perform a utility focused caster in DPR against a single target isn't very compelling.

-Posted with Wayfinder


Musket Master Gunslinger 3 (HP 26/28) | AC:17 | T:15 | FF:12 | CMD 17| Fort +5 | Ref +7 | Will +4 | Init +6| Perc: +9 | Speed 30ft)
Active Effects:
none

I'll take a white tit please...


M Male N Ranger | HP 12/12| AC: 17 (12 Tch, 15 Fl) | CMB: +5, CMD: 17 | F:+ 3, R: +4, W: +1; | Init: +4 | Perc: +4, SM: +0 | Speed 20ft | Combat Reflexes (3 AOOs/round, threaten at both 5ft and 10 ft)

3d4 = 7.5.

(2d6+8)(0.75) = 11.5. Argument still stands.

Leave DPSing for the martials. Until then, any blasting I decide to do will be recreational.

Magic weapon on the other hand...has its uses. Sometimes you get thrown an incorporeal at level 1, and you may not have a cleric, then you get a problem. Magic missile is not something that wizards prepare at level 1, even so, the wizard usually won't have enough magic missile to kill a shadow.

Unless evocation specialization, in which you get force missiles as a daily ability, though most people take admixture.


Male Half-Elf Eldritch Scoundrel 3| HP 20/27 | AC 14[18], FF 10[14], T 14 | Fort +3, Ref +7[8 Traps], Will +1[3 Enchantments] | CMD 17 | Perc +8[9 Traps], SM +0 | Init +5
Active Effects:
Mage Armor

I'm truly uncertain at this point if you're being obtuse on purpose.

-Posted with Wayfinder


M Male N Ranger | HP 12/12| AC: 17 (12 Tch, 15 Fl) | CMB: +5, CMD: 17 | F:+ 3, R: +4, W: +1; | Init: +4 | Perc: +4, SM: +0 | Speed 20ft | Combat Reflexes (3 AOOs/round, threaten at both 5ft and 10 ft)

Let it lie. We have different opinions about it, and just keep your nose out of my spells unless I ask for suggestions. You're not going to convince me of your point, and I'm not going to convince you of my point. Pointless really.


Musket Master Gunslinger 3 (HP 26/28) | AC:17 | T:15 | FF:12 | CMD 17| Fort +5 | Ref +7 | Will +4 | Init +6| Perc: +9 | Speed 30ft)
Active Effects:
none

seriously, where that white tit i wanted...


Male Half-Elf Eldritch Scoundrel 3| HP 20/27 | AC 14[18], FF 10[14], T 14 | Fort +3, Ref +7[8 Traps], Will +1[3 Enchantments] | CMD 17 | Perc +8[9 Traps], SM +0 | Init +5
Active Effects:
Mage Armor

I might again refer to the fact that I never suggested any spells to you, you seem to find reading comprehension difficult, I'll take that as my answer.


Male Half Elf Swashbuckler (Inspired Blade) 1/ Ninja 1/ Investigator 1 (Sleuth) (Level 3)| HP 21/21 | AC 17 T 13 FF 14 | Fort +0 Ref +9 Will +4(+6 vs Enchants)| CMD 14 | Init +7 | Perception +8 (+9 vs traps)
Active Effects:

Small note in gameplay Ziggit's attack are missing the Bonus from Bless.


Hey guys sorry I haven't posted, turned into a busy week with not a lot of free time. I'll try to get a post up soon!


Male Half Elf Swashbuckler (Inspired Blade) 1/ Ninja 1/ Investigator 1 (Sleuth) (Level 3)| HP 21/21 | AC 17 T 13 FF 14 | Fort +0 Ref +9 Will +4(+6 vs Enchants)| CMD 14 | Init +7 | Perception +8 (+9 vs traps)
Active Effects:

No pressure. Just make sure your work is done. Especially with Gen Con coming up.


M Male N Ranger | HP 12/12| AC: 17 (12 Tch, 15 Fl) | CMB: +5, CMD: 17 | F:+ 3, R: +4, W: +1; | Init: +4 | Perc: +4, SM: +0 | Speed 20ft | Combat Reflexes (3 AOOs/round, threaten at both 5ft and 10 ft)

Don't bother about me, Ill fix myself on my own - got fast healing on. And that is why, I say, the first purchase a group makes should ALWAYS be a CLW wand/infernal healing, depending on your flavour. Doesn't matter really.


Musket Master Gunslinger 3 (HP 26/28) | AC:17 | T:15 | FF:12 | CMD 17| Fort +5 | Ref +7 | Will +4 | Init +6| Perc: +9 | Speed 30ft)
Active Effects:
none

Good thing Mordrin thought about getting it.lol


Male Half Elf Swashbuckler (Inspired Blade) 1/ Ninja 1/ Investigator 1 (Sleuth) (Level 3)| HP 21/21 | AC 17 T 13 FF 14 | Fort +0 Ref +9 Will +4(+6 vs Enchants)| CMD 14 | Init +7 | Perception +8 (+9 vs traps)
Active Effects:

Yes, Unless you already have one or have someone with healing capabilities or enough people spread out so it doesnt matter. But usually one somewhere is fine.


M Male N Ranger | HP 12/12| AC: 17 (12 Tch, 15 Fl) | CMB: +5, CMD: 17 | F:+ 3, R: +4, W: +1; | Init: +4 | Perc: +4, SM: +0 | Speed 20ft | Combat Reflexes (3 AOOs/round, threaten at both 5ft and 10 ft)

And theres an oh no, we shouldn't pool a little more group funds for a wand. "We're just going for a short trip, potions will be enough. The melee characters need all their GP."

Not.

So Mordrin gets to pay for it out of his own resources, which is unfair to him - since everyone should foot their own healing bills. Yes, I started with a wand. No, since our characters are not getting along well, I'm not using it on you, or letting anyone use my wand on you. And my suggestion we contrbute to a group wand, is what I consider fair warning.

But at the end of the day, I can honestly say, with a clear concience, I have done my part contributing towards my own healing.

I'll willingly admit cha is a RL dump stat of mine. But I say what needs to be said, whether people like hearing it or not.

I actually spend quite a bit of time playing divine casters and get irritated when people expect the cleric to foot their healing bill when they rage pounce into everything and get full attacked back. Happened in PFS. I refuse to play with that player on a PFS table anymore.


Male Half-Elf Eldritch Scoundrel 3| HP 20/27 | AC 14[18], FF 10[14], T 14 | Fort +3, Ref +7[8 Traps], Will +1[3 Enchantments] | CMD 17 | Perc +8[9 Traps], SM +0 | Init +5
Active Effects:
Mage Armor

It's too bad you don't use the dump Stat of Cha to boost your Int.

-Posted with Wayfinder


Musket Master Gunslinger 3 (HP 26/28) | AC:17 | T:15 | FF:12 | CMD 17| Fort +5 | Ref +7 | Will +4 | Init +6| Perc: +9 | Speed 30ft)
Active Effects:
none

You expect far too much Tassadar. We have taken our own precaution, we know our strengths and weaknesses. Mordrin bought that wand of his own choice, no one is forcing him to buy anything and on top of which we each have our own means to heal. Whether it be by potion or not, I'm not expecting anything more from Mordrin than to be another member of the crew striving towards a common goal. That said, your opinion is noted, however keep in mind if we don't work together then there is no place for your character in the party. We have all taken our own time specializing or buying things that will in fact help the party, not just healing is required...

For example the extra gear, food, and potions I bought to help the selfish caster be able to traverse through a cave should we find ourselves having to climb, jump gaps or swim. I have held my tongue thus far with minimal criticism or sarcasm but let's be honest here, it's annoying to hear you b%!*~ all the time over a wand when we took our own money to make everyone else's lives easier in our own way.

@Mordrin,if you feel it is your job to purchase healing supplies alone, don't. I appreciate you're doing so, but I myself, do not expect it. Also save that charge, I'm only missing 2 hp


Half-Elf Cleric 3

Hey folks. Just gonna put up a bit of a response to all the comments coming my way recently.

First of all, Kael and Tassadar, while I appreciate the experience and knowledge the two of you bring to the group as it concerns the roles/abilities of divine casters such as Mordrin, please limit your advice to when I ask for it. Tassadar the super-post you put up on the previous page was not only not asked for, it was kind of insulting. Not only did you critique the particular action I took in combat, but you went on to describe all the ways in which my build was flawed. For the time being, how about you assume I have reasons for my decisions and don't rain down your superiority in divine caster-hood on me.

As far as my feat selections go, for your information, I chose Versatile Channeling for RP reasons, namely that Mordrin has this dual nature that your character has expressed such interest in. My vision of the character is that, when Mordrin is split, Green represents the caring, nurturing side (channel positive), while Black represents the harsh, destructive side (channel negative). At some point, this might lead to Black turning himself into and IED of sorts, charging into a crowd of enemies and setting off a channel to deal some mass damage. I know clerics aren't usually meant to be blasters, but I thought it might be a fun experiment.

To all of you, I appreciate everyone's concerns over not forcing me to foot the bill for everyone's healing, but again, that is part of Mordrin's character. His first concern is being prepared to provide healing. His profession skill, perhaps stupidly since there's a whole healing skill, is Profession (Medic), so the first thing he's gonna buy is gonna be something that can heal others. In the future, if you feel you don't need/want a charge of the wand, we can definitely talk that out and everything, but know that I offer charges of my own wand voluntarily, not because I feel that's my only job. Besides, the damn thing has 50 charges on it. It'll last a little while. At least until we have enough resources (pooled or individual) to buy another one.

Sorry for the mega-post. Just wanted to actually speak for myself and express how I'm feeling at the moment. I'm still really enjoying this campaign and I hope we can work out our differences to continue to enjoy the awesome story our GM is setting up for us.

- Jordan


Male Half Elf Swashbuckler (Inspired Blade) 1/ Ninja 1/ Investigator 1 (Sleuth) (Level 3)| HP 21/21 | AC 17 T 13 FF 14 | Fort +0 Ref +9 Will +4(+6 vs Enchants)| CMD 14 | Init +7 | Perception +8 (+9 vs traps)
Active Effects:

I've only given advice when it is seeked out.

As for Tassadar, there is a fine line between arrogance and confidence. I simply remind you Kael is the only Good Person in the group and one of the reasons you could even port.

In other News Paizo is being dumb so i have to roll over here and hope that fixes it like last time. ]

Know Planes: 1d20 + 8 + 1d6 ⇒ (11) + 8 + (6) = 25


Half-Elf Cleric 3

Kael, my apologies if I falsely accused you.


Male Half Elf Swashbuckler (Inspired Blade) 1/ Ninja 1/ Investigator 1 (Sleuth) (Level 3)| HP 21/21 | AC 17 T 13 FF 14 | Fort +0 Ref +9 Will +4(+6 vs Enchants)| CMD 14 | Init +7 | Perception +8 (+9 vs traps)
Active Effects:

Ah, it was fine Mordrin.

In other news I have gained another level in real life. Almost can prestige.


Musket Master Gunslinger 3 (HP 26/28) | AC:17 | T:15 | FF:12 | CMD 17| Fort +5 | Ref +7 | Will +4 | Init +6| Perc: +9 | Speed 30ft)
Active Effects:
none

:O you totes took that from me, D:<


Nope, the wall does not count as a trap.


Male Half Elf Swashbuckler (Inspired Blade) 1/ Ninja 1/ Investigator 1 (Sleuth) (Level 3)| HP 21/21 | AC 17 T 13 FF 14 | Fort +0 Ref +9 Will +4(+6 vs Enchants)| CMD 14 | Init +7 | Perception +8 (+9 vs traps)
Active Effects:

Now you see why Rogues weep, ah well.


Male Half Elf Swashbuckler (Inspired Blade) 1/ Ninja 1/ Investigator 1 (Sleuth) (Level 3)| HP 21/21 | AC 17 T 13 FF 14 | Fort +0 Ref +9 Will +4(+6 vs Enchants)| CMD 14 | Init +7 | Perception +8 (+9 vs traps)
Active Effects:

I actually spent the Point in Linguistics to learn the Language, but for stories sake We'll say he knows it afterward. He has Linguistics at an okay rate at the very least.


I can say he learns it from this experience actually. Gives you an actual legit story way to learn it.


Musket Master Gunslinger 3 (HP 26/28) | AC:17 | T:15 | FF:12 | CMD 17| Fort +5 | Ref +7 | Will +4 | Init +6| Perc: +9 | Speed 30ft)
Active Effects:
none

Questions:

1:why would we mine for 4-5hrs straight? We have enough people to switch off with so then none of us would be too tired if at all.

2:Do we really need 20lbs of silver?


Not saying you are tired from picking and you could have switched off, its the rise in heat that is causing you to be making the fort saves, failing the save means you start suffering heat stroke which in the game equates to fatigue. Only Goldwill has profession: miner. Otherwise the process could have gone faster.

Malik stated you needed 20lbs of silver for the ritual.

Also, prestidigitation can remove water from soaked clothing because it can be easily removed it can't pull silver from the ore because it can only exert a pound of force.

Mage Hand can do anything your hand can do with a five pound limit. So separating silver from the rock that is melted into it is rather impossible.

Freshly Mined Silver Ore As you can see, it is literally mixed in with rock. So prestidigitation and mage hand are a thing, but cannot be used here.

And posting in gameplay with ooc and nothing else when I have stated a few times not to is really starting to piss me off. Gameplay questions and or comments are to be placed in the discussion, as Light has done. Last warning. Any further posts that go against this will result in that person being kicked from this game. Are we all clear on that?


Male Half Elf Swashbuckler (Inspired Blade) 1/ Ninja 1/ Investigator 1 (Sleuth) (Level 3)| HP 21/21 | AC 17 T 13 FF 14 | Fort +0 Ref +9 Will +4(+6 vs Enchants)| CMD 14 | Init +7 | Perception +8 (+9 vs traps)
Active Effects:

How hot are we talking here? Because If Kael is getting hot and he isnt doing anything Ill just drink the pot of Endure Elements.


its in the upper 90 to 100 degrees, super humid. just enough for a fortsave to kick in


Musket Master Gunslinger 3 (HP 26/28) | AC:17 | T:15 | FF:12 | CMD 17| Fort +5 | Ref +7 | Will +4 | Init +6| Perc: +9 | Speed 30ft)
Active Effects:
none

Was hoping you'd say that. In that case I'll do the same as khael


Male Half Elf Swashbuckler (Inspired Blade) 1/ Ninja 1/ Investigator 1 (Sleuth) (Level 3)| HP 21/21 | AC 17 T 13 FF 14 | Fort +0 Ref +9 Will +4(+6 vs Enchants)| CMD 14 | Init +7 | Perception +8 (+9 vs traps)
Active Effects:

Alrighty then, thank you for noting that. I assumed the was F.


Half-Elf Cleric 3

Hey folks! Just wanted to let you know I'm gonna be out of town for a few days starting tonight. It'll just be over the weekend, and things tend to slow down a bit then anyway, but just wanted to give you a heads up. If we end up in combat while I'm gone, feel free to bot me.


Male Half Elf Swashbuckler (Inspired Blade) 1/ Ninja 1/ Investigator 1 (Sleuth) (Level 3)| HP 21/21 | AC 17 T 13 FF 14 | Fort +0 Ref +9 Will +4(+6 vs Enchants)| CMD 14 | Init +7 | Perception +8 (+9 vs traps)
Active Effects:

Roger Dodger Mordrin.


Thanks for the heads up!


Male Half Elf Swashbuckler (Inspired Blade) 1/ Ninja 1/ Investigator 1 (Sleuth) (Level 3)| HP 21/21 | AC 17 T 13 FF 14 | Fort +0 Ref +9 Will +4(+6 vs Enchants)| CMD 14 | Init +7 | Perception +8 (+9 vs traps)
Active Effects:

And this is why Mending is great. As likely all the pieces are there we can fix that.. it just takes forever.


That's plenty of mending Mordrin!


Half-Elf Cleric 3

Hey folks, wanted to let you all know I'm gonna be out of town starting this evening and running through next Tuesday, Oct 11. I'll be fully back online next Wednesday. I'll have my phone with me at least, so I may still be able to put up short posts, but maybe not. I'll do my best at least to keep up with what's going on while I'm gone so I can jump right back in when I return.


No problem thanks for the update!


Male Half Elf Swashbuckler (Inspired Blade) 1/ Ninja 1/ Investigator 1 (Sleuth) (Level 3)| HP 21/21 | AC 17 T 13 FF 14 | Fort +0 Ref +9 Will +4(+6 vs Enchants)| CMD 14 | Init +7 | Perception +8 (+9 vs traps)
Active Effects:

I assume we are waiting on the GM?

401 to 447 of 447 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Path of Piece Discussion All Messageboards

Want to post a reply? Sign in.