Rise of the New Runelords

Game Master Harakani

Kingdom Map (now with Loy's family notes AND the Runelord's Route)
Kingdom Turn
Minions Page

[ ]Forsten [ ]Anglon [ ]Valerianna [ ]Denat [ ]Ronald [ ]Simon [ ]Grey
[ ]Zekat [ ]Legion [ ]Molly [ ]Grey Horror [ ]GreyServants [HQ]ZomBees
Fight Map


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HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

Nope, looks like you guys are right. Guess my group has been doing it wrong. Seems like an odd restriction. Guess it's good that there's easy ways around it.


Let's go with it for now (Hargran has enough teleports). Seems strange, but given a bag of holding is technically a portal to another dimension I guess it could work in the future.
Means I can now see how to build a TARDIS a lot easier. Just a box that weighs 100lbs with an enormous bag of holding in it.


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

I'm really sorry but I'm kind of stuck at this business conference. I'll try and post/update at the airport tonight.


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

I feel like all my stuff would be in my bag of holding. Spells prepared every day. No active spells.


hey guys,
advice question.
So as you may guess there are about to be two different fight scenes. I think I could try to do this with spoilers, or I could start a separate thread.

I'm inclined towards seperate thread.

Any advice?

RPG Superstar 2012 Top 16

I'd go with spoilers, honestly. Keep the whole PBP in the same thread. (Or honestly, just do it as two scenes and trust us not to react. I assume we all want to read what the others are doing.)


Anyone else?

motteditor has a good point. If everyone could preface their post with

Location, Round, Init Could be good. Then I can post a scene by scene wrap up at the end of each round.

Something like
Cheliax, Round 1, Init 17

What do people think?

on a speerate note
In both cases there's chaos... so I don't mind if people post out of init order.

For the people in Cheliax spending actions to grab stuff, I'm figuring you can spend a full round action retrieving gear or general goods (and flavour it with spell descriptions if you like).

For now most of the servants are going to be going for goods, which will be supplies you might need, jewels, gear left behind, etc...

Not going to make people post "I take a move action to my room. Spend a standard action to grab my blanket. Next round 5 ft to the cupboard. Standard action to grab spare clothes...". If I had six seconds to start emptying my bedroom I'd be grabbing a pillowcase and sweeping things in.

I will listen to arguments that certain powers should help - for example Simon (haha too late Simon!) has shift which would help him move around to grab different things. I could see that making things a bit easier.

Familiars can do this too - they can be sent after small, valuable items.

Scarab Sages RPG Superstar 2013 Top 8

I feel like Caillus is done and ready to travel. Or fight. And I like having the combats in one thread.


Male Human (Chelaxian) Vigilante (Brute) 1 HP 9/9, Init +1, Per +7 AC 11/ t11/ ff10, F 3, R 1, W 6

You might want to revisit your last gameplay post Steve.

I would prefer Spoilers for the fight scenes, rather than trying to handle two different threads.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

A cinematic approach might work. Don't even bother with Spoilers. Just show everyone what's going on. We can keep in and out of character knowledge separate.

The trick is to use group initiative, like this-

Round 1
Group A
Group A Villains

Group B
Group B Villains

Round 2
Group A
Group A Villains

Group B
Group B Villains

Etc.

Between each group, just use your first sentence to re-establish the setting. "Meanwhile, back at the Tower..."

You get the idea.


What it says on the tin; Caffiene addict 20

SO long as there's a clear distinction to avoid confusion i'm good with whatever. Though I am in the "same thread" school of thought.

Scarab Sages RPG Superstar 2013 Top 8

Alright, I need a little clarification while finishing up my character sheet. We were told we could gain a discount on items, since we're crafters, as long as we could make the item by taking a '1'. What's that mean? I can make a composite longbow as long as I have a +14 bonus? Or a bell? Or is there a skill check component we have to be able to reach? I'll have this stuff finished tomorrow if I can get a good answer for that.


Simon: sorry, you'll have to wait to next round to cast mage armour. On the other hand that shouldn't be long.

Steven: Caillus has a spellcraft of 7. If he rolled a 1 he could get an 8 (no chance of failure on DC 8 or worse). That means he can make any items with a spellcraft DC of 8 in his backstory. As a general rule that means anything CL 3 or less. The magic item crafting rules give exact numbers.
You've got craft metals of 5, so could make anything DC 6 at third cost (normal crafting rules)

If you save the cash you can make rolls as normal once the game starts. that will let you make much better items, but at the cost of needing to spend time and a (probably small) risk of lost materials.

This is because I do not believe you can take 10 on crafting.

Scarab Sages RPG Superstar 2013 Top 8

Gotya. Thanks. It looks to me like that really only means a second level spell effect, right? So for me only the headband. Do I understand correctly?

I have chosen spells. Is it possible fr me to have cast bull's strength when I retreived my hourglass? It's literally the only thing I went back for, and it doesn't do anything.


Can people please put their location and round in ooc tags at the top of the post please - Denat, not sure if you were wanting to change the round 1 action of "get stuff" or queuing up a round 2 action


Steven: pretty much. There are ways to get spellcraft up, and if you don't want to build things yourself there are a lot of people who can help out.
Steven: I gave you a free round of grabbing stuff - would prefer not Bull's strength (I overlooked mage hand as flavour more than anything).
The idea here is that you are caught unprepared because you are soft city mages living a soft city life.
That said your round 1 action seemed a bit light (normally talking would be a free action if there is no skill roll, and closing the door would be a move action) - so I'm prepared to let you do the Bull's Strength then.


Male Human Wizard (conjurer) 8/ Archmage 3
Harakani DM wrote:
Can people please put their location and round in ooc tags at the top of the post please - Denat, not sure if you were wanting to change the round 1 action of "get stuff" or queuing up a round 2 action

Sorry.

I was queuing up a round 2 action.


F Human Kinetecist (pyrokineticist) 17

Taerine's happy gathering gear and I'll post a Round 1 action for Thkrull.


No probs!


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

I'm a little confused as to what is going on in the mysterious location. What is Hargan telling us to do? What is the situation? Are we in immediate danger?


Hargran is trying t fit five minutes worth of information into six seconds while just about falling over.
He nodded at Simon's "are we in danger" question.

You are currently mostly hidden behind a tree from a fort. Perception, knowledge (or a spell) for more information.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

got it, thanks


Grey:

RE Familiar: do you want to try out an air elemental? Good flight, decent AC, whirlwind gives the ability for it to conceal you.
Obviously when you reach 7th you'll want to upgrade.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

DM:
I sent you a PM asking about a Negative Energy Elemental. I didn't get a reply. I wasn't sure if you were ok with that.

If you don't like that, I think an Air or Fire elemental would be fine.


Grey:

Damnit, I answered that PM. That'll be the second or third PM lost through this site. Really losing confidence in them.
Summarising: Negative Energy Elemental is 3rd party (and I usually have reservations about them) and double the CR of other elementals.
Were it CR 1 balanced it might be good, but reading it I do not think it is.
Sorry :(


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

GM:
What if I gave it the Young template to reduce it's CR by 1?

No problem if you still don't like it. It was just a thought to correct the power imbalance.


grey:

Would also be okay with https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/const ructs/rune-guardian, with pretty much any 1st level spell.
Don't think the Youbng template will actually lower creatures danger - it's just not about melee combat, and the smalelr size would actually be an advantage.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

That sounds perfect. Thanks. :)


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

I think every campaign I'm in I roll a 1 as my first action.


It happens to us all. Well, that doesn't happen, but you get the sentiment ;P


2 trapped and 19 damage so far - doing well!
Waiting on Caillus to declare his action and make his roll.

I am going away for 24 hours soon - sorry guys.

Feel free to queue up the round 3 actions.


Male Human Wizard (conjurer) 8/ Archmage 3

Maybe I should cast another pit in the bottom of the first pit ... XD


What it says on the tin; Caffiene addict 20
Denat Leroung wrote:
Maybe I should cast another pit in the bottom of the first pit ... XD

Ready an action to cast another pit just this side of the first in case some ne jumps past the first. :-)


Am I right that teleport cannot be used from inside an extradimensional space.
Also... you lot in Cheliax can make a Knowledge:Planes roll to know about Barbazu.

Quote:


I'm using a sliding scale on this. Generally 10+CR identifies the monster's type and CR. Common abilities/weaknesses show up. Higher rolls get more and rarer information. Generally 25+CR gets secrets and 'just go read the damn monster entry'.

DC 15:
Devil, CR 5, primarily melee

DC 20:
Teleport, see in darkness, leaves terrible infected wounds, vulnerable to good, silver, sonic and electricity. Vicious and bloodthirsty. Resistant to magic. Worst save is will.

DC 25:
Speaks Celestial, Common, Draconic, Infernal and Telepathy, up close gives an infection, Glaives do persistent wounds, can sometimes summon more of its own kind, immune to fire and poison, resistant to acid, cold. SR 16.

DC 30:
Just read the damned entry

RPG Superstar 2013 Top 8

Reflex savs w/rewind time
1d20 + 5 ⇒ (3) + 5 = 8


Sorry Steven, figured you were busy prepping for Superstar. Congratulations by the way!


Hmmm... if anyone wants to do a round 2 immediate feather fall on Caillus I'm okay with it.

Scarab Sages RPG Superstar 2013 Top 8

Concerning your prior question, nothing says the devils can't teleport out of the pit trap. Maybe if they were sealed inside a demiplane or portable hole, althought I don't think that would stop them. But in this case, the way out is right overhead.


What it says on the tin; Caffiene addict 20
Steven T. Helt wrote:
Concerning your prior question, nothing says the devils can't teleport out of the pit trap. Maybe if they were sealed inside a demiplane or portable hole, althought I don't think that would stop them. But in this case, the way out is right overhead.

Agreed. I think is the official answer, but I don't know where the link is.

Scarab Sages RPG Superstar 2013 Top 8

When Not-Quite-Runelord Caillus dies, I'll take a look at the classes we have and see if there's a niche to fill. But Not-Quite-Runelord Caillus is prone, surrounded by polearms, and provokes if he stands or floats up, and has 22 hp left. Thus passes Caillus, who hated pits.


HP 118, AC 28, F+19, R+19, W+18, Per +18 Savage elephant animal companion 11

Well, let's see if Thkrull can save you, Steven...


Male Human Wizard (conjurer) 8/ Archmage 3

Sorry about the pit... :O


F Human Kinetecist (pyrokineticist) 17

Just FYI, I'll likely be offline through Monday.


I'm glad everyone's doing the Round2\Round 3 things.
Sorry the resolution took so long.
Round 3 actions people want to change, repost 'em.


Tiny Coffee Golem wrote:
Steven T. Helt wrote:
Concerning your prior question, nothing says the devils can't teleport out of the pit trap. Maybe if they were sealed inside a demiplane or portable hole, althought I don't think that would stop them. But in this case, the way out is right overhead.
Agreed. I think is the official answer, but I don't know where the link is.

After a lot of looking I found that JJ has said that's what he thinks, but can't find an official ruling.

I'm going to do something crazy here and disagree with him. Teleport explicitly rules out extraplanar travel.
So -in my game extradimensional spaces are extraplanar. They can certainly teleport to the top of the pit and climb out, but can't teleport out.
In the same way a familiar in a bag of holding cannot teleport to somewhere on the material plane.

Does anyone see this as a big problem?


What it says on the tin; Caffiene addict 20
Harakani DM wrote:
Tiny Coffee Golem wrote:
Steven T. Helt wrote:
Concerning your prior question, nothing says the devils can't teleport out of the pit trap. Maybe if they were sealed inside a demiplane or portable hole, althought I don't think that would stop them. But in this case, the way out is right overhead.
Agreed. I think is the official answer, but I don't know where the link is.

After a lot of looking I found that JJ has said that's what he thinks, but can't find an official ruling.

I'm going to do something crazy here and disagree with him. Teleport explicitly rules out extraplanar travel.
So -in my game extradimensional spaces are extraplanar. They can certainly teleport to the top of the pit and climb out, but can't teleport out.
In the same way a familiar in a bag of holding cannot teleport to somewhere on the material plane.

Does anyone see this as a big problem?

Thats fine. It also means that if we're in a hole we're effectively on another plane. I can work with either, so long as it's consistent.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

I'm fine with that ruling also, but it's worth noting that Create Pit is suddenly more effective than Dimensional Anchor, and climbing in one blocks you from being scryed on, among other things.

That probably makes the spell more powerful than it was intended to be.


I thought scrying was interplanar.

Also Dimensional Anchor blocks
astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. The spell also prevents the use of a gate or teleportation circle

I'm looking to block teleport as it explicitly disallows interplanar travel.

Sorry guys - not meaning to be a pain here, and I can see issues either way.


F Human Kinetecist (pyrokineticist) 17

I don't have a strong feeling, but I don't think it's how I'd rule, personally.

To me, it's a pit in the ground, not an extraplanar space (maybe the stuff that was in the pit is shunted into an extraplanar space, but that's different).

I also wonder if by declaring it an extraplanar space you could use it as a trap in conjunction with a bag of holding/portable hole.


As part of this I just re-read Create Pit it turns out that the saving throw for adjacency is only if you end your turn near it.

Sorry guys :(

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