Rappan Athuk Old School

Game Master brvheart

Initiative Order:

Katzor
Elathras
Irenicus
Mitleid
Gruk
Beltin
Gnolls

Rappan Athuk Player's Will


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Male Human Rogue6/Clr1 Current Map

Arcane support is on the way all.


Male Human Rogue6/Clr1 Current Map

Wdrozgrúk is coming to Zelkor's Ferry. Hide the children!


AC (25)24/11/23 | HP 47/47 | F+7,R+3,W+8 | +2 on saves versus spells, poison and SLA | +2 on saves against charm, compulsion, and emotion effects | Init.+1/+3 Underground | Perception +4 (+2 vs. unusual stonework) | Darkvision 20'

Woo hoo!


Paladin3/Oracle2 | AC18, T11, FF17 | HP 52/52 | F11, R7, W9 (+2 death, Uncanny D) | Init +1 | Perc -2 | Immune: Disease/Fear Melee: [dice]1d20+9[/dice] [dice]1d8+7[/dice] | Melee Power Attack: [dice]1d20+7[/dice] [dice]1d8+13[/dice] | Smite 1/1 | LoH 4/4 (1d6) | Channel 4/4 (1d6)

Huzzah. Orc ahoy.


Level 1 Sentient Jelly

Still no Wizards, Harry. Not complaining, happy to have you Wdrozgrúk, just concerned. How are we planning to identify things?


Male Human Rogue6/Clr1 Current Map

Not to worry, I have elanderiel Togar my evoker. He will be along as soon as he is done with training. He is wet behind the ears but he is a blaster!


Paladin3/Oracle2 | AC18, T11, FF17 | HP 52/52 | F11, R7, W9 (+2 death, Uncanny D) | Init +1 | Perc -2 | Immune: Disease/Fear Melee: [dice]1d20+9[/dice] [dice]1d8+7[/dice] | Melee Power Attack: [dice]1d20+7[/dice] [dice]1d8+13[/dice] | Smite 1/1 | LoH 4/4 (1d6) | Channel 4/4 (1d6)

My urge to wiki is rising as we get ~even more names~. Either a very good or very bad sign, can't tell.


Male Human Evoker (Scrollmaster) 5: HP 32/32; AC 14/12/12; CMD 14; Init +2; Per +4; F+2/R+3/W+5; Force Missle 8/8

I changed Togar up a tiny bit, but this is evandariel with a blastery, learned wizard at your service.


Male Human Evoker (Scrollmaster) 5: HP 32/32; AC 14/12/12; CMD 14; Init +2; Per +4; F+2/R+3/W+5; Force Missle 8/8

All signs point towards "go down the well" haha


Paladin3/Oracle2 | AC18, T11, FF17 | HP 52/52 | F11, R7, W9 (+2 death, Uncanny D) | Init +1 | Perc -2 | Immune: Disease/Fear Melee: [dice]1d20+9[/dice] [dice]1d8+7[/dice] | Melee Power Attack: [dice]1d20+7[/dice] [dice]1d8+13[/dice] | Smite 1/1 | LoH 4/4 (1d6) | Channel 4/4 (1d6)
Irenicus wrote:
All signs point towards "go down the well" haha

Maybe...


AC (25)24/11/23 | HP 47/47 | F+7,R+3,W+8 | +2 on saves versus spells, poison and SLA | +2 on saves against charm, compulsion, and emotion effects | Init.+1/+3 Underground | Perception +4 (+2 vs. unusual stonework) | Darkvision 20'

DM, Kaztor, Hagrym and Uraisa are going to be travelling much the next week. I suspect my posting will drop off considerably until next Sunday, as I have a 11 hour road trip on Tuesday, three straight days of attorney training, and then an 11 hour return road trip on Saturday. AFter a long sleep, I should be back to it sometime next Sunday.


Paladin3/Oracle2 | AC18, T11, FF17 | HP 52/52 | F11, R7, W9 (+2 death, Uncanny D) | Init +1 | Perc -2 | Immune: Disease/Fear Melee: [dice]1d20+9[/dice] [dice]1d8+7[/dice] | Melee Power Attack: [dice]1d20+7[/dice] [dice]1d8+13[/dice] | Smite 1/1 | LoH 4/4 (1d6) | Channel 4/4 (1d6)

Exciting times ahead for you then. Good luck with the 11 hours in a car thing.


have a good time, Gerald I don't know which sounds like more fun, two days in the car or three days of attorney training.


Male Human Rogue6/Clr1 Current Map

Good luck on the drive and have a safe trip. All parties have enough people to cover while you are out. I only have that long of a drive on one of the legs when I go up to Illinois to see my daughter.


Robert Henry wrote:
have a good time, Gerald I don't know which sounds like more fun, two days in the car or three days of attorney training.

If there is anything worse than listening to one lawyer talk, it's listening to 200 talk, lol. It's going to be a long week...


Paladin3/Oracle2 | AC18, T11, FF17 | HP 52/52 | F11, R7, W9 (+2 death, Uncanny D) | Init +1 | Perc -2 | Immune: Disease/Fear Melee: [dice]1d20+9[/dice] [dice]1d8+7[/dice] | Melee Power Attack: [dice]1d20+7[/dice] [dice]1d8+13[/dice] | Smite 1/1 | LoH 4/4 (1d6) | Channel 4/4 (1d6)

Dolgrin has claimed his log on the roll20 campfire. Feel free to bot me if we have combat in the next 4 hours or so, I'm going to be out taking care of chores and just checking sporadically via phone.


Male Human Rogue6/Clr1 Current Map

I will give a little time for others to stake out their spots first:) I did move in the arcane casters though in the mean time!


Male Human Rogue6/Clr1 Current Map

watch rdm: 1d3 ⇒ 3


AC (25)24/11/23 | HP 47/47 | F+7,R+3,W+8 | +2 on saves versus spells, poison and SLA | +2 on saves against charm, compulsion, and emotion effects | Init.+1/+3 Underground | Perception +4 (+2 vs. unusual stonework) | Darkvision 20'

Please put Kaz to the right of the paladin and left of the sorcerer.


Male Human Rogue6/Clr1 Current Map

Duely moved.


Paladin3/Oracle2 | AC18, T11, FF17 | HP 52/52 | F11, R7, W9 (+2 death, Uncanny D) | Init +1 | Perc -2 | Immune: Disease/Fear Melee: [dice]1d20+9[/dice] [dice]1d8+7[/dice] | Melee Power Attack: [dice]1d20+7[/dice] [dice]1d8+13[/dice] | Smite 1/1 | LoH 4/4 (1d6) | Channel 4/4 (1d6)

This is a lot of meat, and the process for moving it around isn't clear. I think we'll have an easier game to play if we just render it for rations and hide, then continue on.

Bravo for making me really want a baggage train brvheart.


Male Human Rogue6/Clr1 Current Map

A lot of my parties did used to travel around with horses and a wagon. They used to carry barrels of water, food and extra supplies. Of course that was before pathfinder and you could create water all day long:( I think it was you guys that decided to go out hunting though:)


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

hey, the bear approached our camp...


Male Human Rogue6/Clr1 Current Map

You were smoking deer meat. He could smell that for miles. You are lucky you didn't attract a dire bear!


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

hey if it had been a dire bear Elathras would have gotten to be in the fight


Level 1 Sentient Jelly

My internet has died, stuck on my mobile data: can't see roll20. Can Virgil shoot cleanly at these new Gnolls?


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

Virgil is 20 ft and 25 ft from them, Elathras is about halfway between them and Virgil, the clearest shot is on the further one, or he can move and attack.


Male Human Rogue6/Clr1 Current Map

If he takes a 5' diagonal step he can take a shot at the one on the right.


Level 1 Sentient Jelly
brvheart wrote:
If he takes a 5' diagonal step he can take a shot at the one on the right.

Is that after all the people before Virgil in initiative have moved?

Also, Virgil isn't against moving (20ft) and shooting: he only has one attack.


Male
Crunch:
HP46/46, In+4 Perc +12 F+8 R+7 W+9(+5) AC17 FF14 T17 CMD23 Darkvision60ft, 30 ft
Dwarf Zen Archer Qi-Gong Monk 6

I have two open slots at my second Iron gods table. Arcane and divine., ANyone interested?


Level 1 Sentient Jelly

Oh, I am. I have a Halfling Wizard in the works. What're the restrictions?


25 Point buy. But roll 6 x 3d6 first. You can take those if you prefer.
You get one goddy, like extra feat or noncommon race, or two archetypes or anything else as a starter bonus. One has pathfinder contacts, another one an advanced weapon. (Pepperbox pistol)


Level 1 Sentient Jelly

I have never heard of a goddy before, but he would need two archetypes (one for him, one for his familiar), so I guess I'll take that.

Stats: 3d6 ⇒ (4, 5, 5) = 14
Stats: 3d6 ⇒ (4, 5, 5) = 14
Stats: 3d6 ⇒ (6, 6, 3) = 15
Stats: 3d6 ⇒ (2, 6, 1) = 9
Stats: 3d6 ⇒ (6, 1, 4) = 11
Stats: 3d6 ⇒ (5, 5, 1) = 11

I will definitely take the point buy.


Paladin3/Oracle2 | AC18, T11, FF17 | HP 52/52 | F11, R7, W9 (+2 death, Uncanny D) | Init +1 | Perc -2 | Immune: Disease/Fear Melee: [dice]1d20+9[/dice] [dice]1d8+7[/dice] | Melee Power Attack: [dice]1d20+7[/dice] [dice]1d8+13[/dice] | Smite 1/1 | LoH 4/4 (1d6) | Channel 4/4 (1d6)
brvheart wrote:
Note on ranged attacks: I should probably add this to my house rules. Cover: When firing through your allies they provide a +4 cover to the enemy. This is in addition to the -4 for firing into melee. Precise shot removes the latter only. Improved precise shot is needed to get around this.

This is exactly how RAW archery works. Cover is harsh.

brvheart wrote:
Now here is the kicker. If you miss by the cover, you hit the cover. Meaning you have a 20% chance of hitting your ally!

This is a brutal house rule, but it's in keeping with the style of game. The RAW interpretation is that you're trying to avoid hitting them. This interpretation is that they jump in the way.


Male Human Rogue6/Clr1 Current Map

Copied from the other RA game: We have been using the rule since 3.0 in our house games with all DMs without the archers having a real issue. I removed the exploit by adding this and it has worked out well:) It is just a matter of making sure you move to a point where you get a clear shot. The only person if ever really created an issue for was my wife as her characters seemed to used to insist on firing through her allies. After constantly annoying her other party members she finally learned how to do it properly. I have and have had some very effective archers in my games and it actually gives a reason for taking improved precise shot. Tactically, it makes sense, you want to move to a place where you can hit the enemy w/o hitting your friends. Once you get used to it, it really does not create an issue for the archers. My Inquisitor in my Tsar game is one of my top damage dealers with his bow. I am usually pretty lenient with enforcement until you get used to it allowing you to move to get a clear shot.
It just takes a little getting used to is all. Hey, if my AD&D wife can learn it anyone can!


Level 1 Sentient Jelly

Or just wimp out and switch-hit!


Male Human Rogue6/Clr1 Current Map

Everyone should be able to do some hand to hand melee.


Male
Crunch:
HP46/46, In+4 Perc +12 F+8 R+7 W+9(+5) AC17 FF14 T17 CMD23 Darkvision60ft, 30 ft
Dwarf Zen Archer Qi-Gong Monk 6

True, but archery should be viable. Not that I will be concerned later on, but it makes two handed stronger and stronger and ranged attacks obsolete in a corridor. It also makes magic nigh impossible because ray spells are even that much harder tto hit.


Male Human Rogue6/Clr1 Current Map

Not really Mittleid. Just need to be near the front of the party. Scorching Ray is one of the most potent and frequent used spells in my game. I really don't worry about it as much with rays hitting allies, just missiles. I agree, archers do need to be and are viable in my games. Give it a try and I think you will agree that they are. I have done this for 15 years now and people don't have issues with it once they get used to it. The real issue in corridors are AOE spells.


Male Human Rogue6/Clr1 Current Map

I have zen archers and evokers in my game. They do very well:) We as dwarves just need to move our short stubby legs!


Paladin3/Oracle2 | AC18, T11, FF17 | HP 52/52 | F11, R7, W9 (+2 death, Uncanny D) | Init +1 | Perc -2 | Immune: Disease/Fear Melee: [dice]1d20+9[/dice] [dice]1d8+7[/dice] | Melee Power Attack: [dice]1d20+7[/dice] [dice]1d8+13[/dice] | Smite 1/1 | LoH 4/4 (1d6) | Channel 4/4 (1d6)

I think it's a really dumb house rule, but it's going to make things more lethal so it fits this particular game well.

The RAW already makes improved precise shot one of the best ranged feats in the game. Hitting your allies 20% of the time removes a lot of choices until you hit the feat tax and remove the penalty. Your game, and I'm not a ranged character, but that's my 2cents.


Male Human Rogue6/Clr1 Current Map

Dolgrin, reality is I get maybe one of those every three combats at most. It really doesn't happen much. Most of the time you are hitting or missing badly anyway in the few times you can't get a clear shot. It is less an 1% of the damage in my combats. And I have very few characters that have the improved feat.


Male Human Rogue6/Clr1 Current Map

Doesn't Mittleid move at 30 being a monk?


Male
Crunch:
HP46/46, In+4 Perc +12 F+8 R+7 W+9(+5) AC17 FF14 T17 CMD23 Darkvision60ft, 30 ft
Dwarf Zen Archer Qi-Gong Monk 6

Nope. Well yes later on, but its the barb or travel domain cleric who can move faster level 1.


Male Human Rogue6/Clr1 Current Map

Won't be a big issue in a dungeon. Just here in the big wide spaces with three moving at 20'.


Paladin3/Oracle2 | AC18, T11, FF17 | HP 52/52 | F11, R7, W9 (+2 death, Uncanny D) | Init +1 | Perc -2 | Immune: Disease/Fear Melee: [dice]1d20+9[/dice] [dice]1d8+7[/dice] | Melee Power Attack: [dice]1d20+7[/dice] [dice]1d8+13[/dice] | Smite 1/1 | LoH 4/4 (1d6) | Channel 4/4 (1d6)

Oh hey, when we're in combat can you put the initiative list at the top with "Don't go down the well" et al?


Male Human Rogue6/Clr1 Current Map

Sorry, what are you looking for Dolgrin? I can post up the initiative list by round. I normally do, but got wrapped up in the other games, sorry:( I will starting the next combat as this one is about over.


Paladin3/Oracle2 | AC18, T11, FF17 | HP 52/52 | F11, R7, W9 (+2 death, Uncanny D) | Init +1 | Perc -2 | Immune: Disease/Fear Melee: [dice]1d20+9[/dice] [dice]1d8+7[/dice] | Melee Power Attack: [dice]1d20+7[/dice] [dice]1d8+13[/dice] | Smite 1/1 | LoH 4/4 (1d6) | Channel 4/4 (1d6)

Just a list so we can figure out who is going where without having to dig back to the start of the combat in the thread would be a treat.

Like so.

Current Initiative Order
19 - Jane
18 - Jack
15 - Goblin 1
13 - Jill
11 - John
9 - Goblin 2

~~~~~~~~
Don’t go down the well!
Rappan Athuk Player's Will
Adakos Region Map
Sinnar Coast Map
Roll20 Map site
Zelkor's Ferry area map


Male
Crunch:
HP46/46, In+4 Perc +12 F+8 R+7 W+9(+5) AC17 FF14 T17 CMD23 Darkvision60ft, 30 ft
Dwarf Zen Archer Qi-Gong Monk 6

Unfort I am not much in the know, as I am more of a player not a gm. But I try my best as a gm.
It is sometimes hard to really get into the flavor, if you do not read the books and our gms, while great in their own way, well we germans are creatures of logic and sometimes fluff is lying on the floor of our tables. Happens if your GMS are a lawyer and an IT troubleshooter for planes. :-)
Wich APs.. or real books can you tell me. I am a devoted reader, if my daughter permits it :-)


Paladin3/Oracle2 | AC18, T11, FF17 | HP 52/52 | F11, R7, W9 (+2 death, Uncanny D) | Init +1 | Perc -2 | Immune: Disease/Fear Melee: [dice]1d20+9[/dice] [dice]1d8+7[/dice] | Melee Power Attack: [dice]1d20+7[/dice] [dice]1d8+13[/dice] | Smite 1/1 | LoH 4/4 (1d6) | Channel 4/4 (1d6)

Are we knocking over this castle? If so I'll be the cheerful frontman for it. If we're not, let me know and I'll be a bit more restrained. I'm ok with either decision, and dolgrin could easily go either way (EVIL CLEANSED vs COMPANIONS SAFE)

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